Systems and methods for dynamically generating event cards from message streams

ABSTRACT

Systems and methods for dynamically generating event cards from message streams is provided. A system receives a message of a sequence of messages from a content source, determine, from the message, the game condition of the game, compare the game condition with a previous game condition and determines events that occurred in the game based on the message and the comparison. The system can determine, for each event of the one or more events, an event type and individual player contributions of one or more players and assign, for each event of the one or more events, to each player that contributed in the event, a points allocation corresponding to the player&#39;s contribution in the event based on the points assignment policy and the event type. The system can generate event cards and transmit the event cards to emote devices according to a content filtering policy.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of, and claims the benefit ofpriority to U.S. patent application Ser. No. 16/123,740, titled “SYSTEMSAND METHODS FOR DYNAMICALLY GENERATING EVENT CARDS FROM MESSAGESTREAMS”, filed on Sep. 6, 2018, which claims the benefit of priorityunder 35 U.S.C. § 119(e) to U.S. Provisional Application 62/555,606,titled “SYSTEMS AND METHODS FOR DYNAMICALLY GENERATING EVENT CARDS FROMMESSAGE STREAMS”, filed on Sep. 7, 2017, and claims the benefit ofpriority under 35 U.S.C. § 119(e) to U.S. Provisional Application62/555,600, titled “SYSTEMS AND METHODS FOR PRIORITIZING CONTENT PACKETSBASED ON A DYNAMICALLY UPDATED LIST OF CONTENT FILTERING RULES”, filedon Sep. 7, 2017. The entire disclosures of each are incorporated hereinby reference in their entirety.

BACKGROUND OF THE DISCLOSURE

Content management systems allocate and use a lot of computing resourcesto transmit content to a very large number of remote computing devices.Similarly, remote computing devices also allocate and use a lot ofcomputing resources to receive and display the content received from thecontent management systems. In the case of mobile devices where memory,processing power and power are all finite resources, the receipt anddisplay of content that is not contextually relevant to a user canadversely affect the device's performance and life as well the overalluser experience. As such, content management systems should utilizeappropriate resource management policies to reduce the amount ofcontextually irrelevant content being delivered to the remote computingdevices.

BRIEF SUMMARY OF THE DISCLOSURE

Systems and methods of the present solution are directed to dynamicallygenerating event cards from message streams. According to one aspect, amethod for dynamically generating event cards from message streams isprovided. The method includes receiving, by an event generation systemincluding one or more processors, a message of a sequence of messagesfrom a content source. Each message of the sequence of messages isreceived at least a predetermined amount of time after a precedingmessage. The message can include identifying information relating to agame condition of a game. The method includes determining, by the eventgeneration system, from the message, a game condition of the game. Themethod includes comparing by the event generation system, the gamecondition of the game with a previous game condition of the gamedetermined based on a message preceding the message. The method includesdetermining, by the event generation system, one or more events thatoccurred in the game based on the content of the message and thecomparison. The method includes determining, by the event generationsystem, for each event of the one or more events, an event type andindividual player contributions of one or more players. The methodincludes assigning, by the event generation system, for each event ofthe one or more events, to each player that contributed in the event, apoints allocation corresponding to the player's contribution in theevent based on the points assignment policy and the event type. Themethod includes generating, by the event generation system, for theevents for which points allocation were assigned to at least one player,respective event cards including i) a game identifier identifying thegame, ii) a game condition at a first time, iii) the event type of theevent, iv) one or more players identifiers identifying the players thatwere assigned a points allocation, and v) a number of points in thepoints allocation that was assigned to each of the players that wereassigned a points allocation. The method includes transmitting, by theevent generation system, at least one of the generated event cards toone or more remote devices for display in a content feed including aplurality of event cards corresponding to the game.

In some embodiments, the method includes identifying, by the eventgeneration system, a player list associated with a user of the eventgeneration system. The player list includes a list of players the userhas selected in one or more fantasy sports lineups submitted to afantasy sports system. The method includes determining, by the eventgeneration system, that a first event card of the generated event cardsidentifies a player included in the player list of the user. The methodincludes transmitting, by the event generation system, the first eventcard to a remote device of the user responsive to determining that theplayer identified in the first event card is included in the player listof the user.

In some embodiments, the method includes determining, by the eventgeneration system, that a second event card of the generated event cardsdoes not identify any player included in the player list of the user.The method includes restricting, by the event generation system,transmission of the second event card to the remote device of the userresponsive to determining that the second event card of the generatedevent cards does not identify any player included in the player list ofthe user.

In some embodiments, the method includes maintaining, by the eventgeneration system, for each player, a points tally identifying a totalnumber of points allocated to the player in the game. The methodincludes updating, by the event generation system, for each player towhich points were assigned based on the one or more events identified inthe message, the points tally by adjusting the points tally based on theamount of points assigned to the player for the one or more eventsidentified in the message.

In some embodiments, the message is a first message and wherein themethod further includes receiving, by the event generation system, asecond message of the sequence of messages subsequent to the firstmessage from the content source, the second message identifyinginformation relating to a new game condition of a game. The method alsoincludes determining, by the event generation system, from the secondmessage, the new game condition of the game. The method also includescomparing by the event generation system, the game condition of the gamewith a previous game condition of the game determined based on the firstmessage. The method also includes determining, by the event generationsystem, one or more events that occurred in the game based on thecontent of the second message and the comparison. The method alsoincludes determining, by the event generation system, for each event ofthe one or more events relating to the second message, an event type andindividual player contributions of one or more players. The method alsoincludes assigning, by the event generation system, for each event ofthe one or more events relating to the second message, to each playerthat contributed in the event, a points allocation corresponding to theplayer's contribution in the event based on the points assignment policyand the event type. The method also includes generating, by the eventgeneration system, respective event cards for the events for whichpoints allocation were assigned to at least one player. The method alsoincludes transmitting, by the event generation system, at least one ofthe generated event cards to a subset of the one or more remote devicessubsequent to transmitting the event cards corresponding to the firstmessage.

In some embodiments, the method can include executing, by the eventgeneration system, an event algorithm using time based data from themessage of a sequence of messages from a content source, determining, bythe event generation system using the event algorithm, one or more datapoints that changed value responsive to the time based data, the one ormore data points corresponding to at least one event of the one or moreevents, and converting, by the event generation system using the eventalgorithm, the time based data to event based data corresponding to theat least one event of the one or more events.

The method can include determining, by the event generation system, thata first event card of the generated event cards identifies a playerincluded in a player list of a user of the event generation system, anddynamically updating the content feed of at least one remote device ofthe user with the first event card.

In some embodiments, the method can include dynamically updating thecontent feed of at least one remote device of the first user with thefirst event card, and dynamically updating the content feed of at leastone remote device of the second user with the first event card.

The message can be a first message and the method can include receiving,by the event generation system, a second message of the sequence ofmessages subsequent to the first message from the content source, thesecond message identifying information relating to a new game conditionof the game, dynamically modifying the number of points in the pointsallocation assigned to a first player that contributed in the eventresponsive to the second message, and dynamically modifying the numberof points in the points allocation assigned to a second player thatcontributed in the event responsive to the second message.

In some embodiments, the message can be a first message and the methodcan include dynamically modifying the game condition of a first eventcard for a first user event generation system responsive to a secondmessage of the sequence of messages, and dynamically modifying the gamecondition of the first event card for the first user event generationsystem responsive to a third message of the sequence of messages, thethird message subsequent to the second message of the sequence ofmessages.

According to another aspect, a system for dynamically generating eventcards from message streams includes an event generation system includingone or more processors configured to receive a message of a sequence ofmessages from a content source. Each message of the sequence of messagesis received at least a predetermined amount of time after a precedingmessage. The message identifies information relating to a game conditionof a game. The one or more processors are further configured todetermine, from the message, the game condition of the game, compare thegame condition of the game with a previous game condition of the gamedetermined based on a message preceding the message and determine one ormore events that occurred in the game based on the content of themessage and the comparison. The one or more processors are furtherconfigured to determine, for each event of the one or more events, anevent type and individual player contributions of one or more players.The one or more processors are further configured to assign, for eachevent of the one or more events, to each player that contributed in theevent, a points allocation corresponding to the player's contribution inthe event based on the points assignment policy and the event type. Theone or more processors are further configured to generate, for theevents for which points allocation were assigned to at least one player,respective event cards including i) a game identifier identifying thegame, ii) a game condition, iii) the event type of the event, iv) one ormore players identifiers identifying the players that were assigned apoints allocation, and v) a number of points in the points allocationthat was assigned to each of the players that were assigned a pointsallocation and transmit at least one of the generated event cards to oneor more remote devices for display in a content feed including aplurality of event cards corresponding to the game.

In some embodiments, the event generation system can be furtherconfigured to identify a player list associated with a user of the eventgeneration system, the player list including a list of players the userhas selected in one or more fantasy sports lineups submitted to afantasy sports system, determine that a first event card of thegenerated event cards identifies a player included in the player list ofthe user, and transmit the first event card to a remote device of theuser responsive to determining that the player identified in the firstevent card is included in the player list of the user.

The event generation system can be further configured to determine, thata second event card of the generated event cards does not identify anyplayer included in the player list of the user, and restricttransmission of the second event card to the remote device of the userresponsive to determining that the second event card of the generatedevent cards does not identify any player included in the player list ofthe user.

In some embodiments, the event generation system can be furtherconfigured to maintain, for each player, a points tally identifying atotal number of points allocated to the player in the game, and update,for each player to which points were assigned based on the one or moreevents identified in the message, the points tally by adjusting thepoints tally based on the amount of points assigned to the player forthe one or more events identified in the message.

The message can be a first message and the event generation system canbe further configured to receive a second message of the sequence ofmessages subsequent to the first message from the content source, thesecond message identifying information relating to a new game conditionof a game, determine, from the second message, the new game condition ofthe game, compare the game condition of the game with a previous gamecondition of the game determined based on the first message, determineone or more events that occurred in the game based on the content of thesecond message and the comparison, determine, for each event of the oneor more events relating to the second message, an event type andindividual player contributions of one or more players, assign, for eachevent of the one or more events relating to the second message, to eachplayer that contributed in the event, a points allocation correspondingto the player's contribution in the event based on the points assignmentpolicy and the event type, generate, respective event cards for theevents for which points allocation were assigned to at least one player,and transmit at least one of the generated event cards to a subset ofthe one or more remote devices subsequent to transmitting the eventcards corresponding to the first message.

In some embodiments, the event generation system can be furtherconfigured to determine that a first event card of the generated eventcards identifies a player included in a player list of a user of theevent generation system and dynamically update the content feed of atleast one remote device of the user with the first event card.

The event generation system can be further configured to execute anevent algorithm using time based data from the message of a sequence ofmessages from a content source, determine, using the event algorithm,one or more data points that changed value responsive to the time baseddata, the one or more data points corresponding to at least one event ofthe one or more events, and convert, using the event algorithm, the timebased data to event based data corresponding to the at least one eventof the one or more events.

In some embodiments, the event generation system can be furtherconfigured to dynamically update the content feed of at least one remotedevice of the first user with the first event card, and dynamicallyupdate the content feed of at least one remote device of the second userwith the first event card.

The message can be a first message and the event generation system canbe further configured to receive a second message of the sequence ofmessages subsequent to the first message from the content source, thesecond message identifying information relating to a new game conditionof the game, dynamically modify the number of points in the pointsallocation assigned to a first player that contributed in the eventresponsive to the second message, and dynamically modify the number ofpoints in the points allocation assigned to a second player thatcontributed in the event responsive to the second message.

The message can be a first message and the event generation system canbe further configured to dynamically modify the game condition of afirst event card for a first user event generation system responsive toa second message of the sequence of messages, and dynamically modify thegame condition of the first event card for the first user eventgeneration system responsive to a third message of the sequence ofmessages, the third message subsequent to the second message of thesequence of messages.

In some embodiments, systems and methods of the present solution can bedirected to prioritizing content packets based on a dynamically updatedlist of content filtering rules. According to one aspect, a method forprioritizing content packets based on a dynamically updated list ofcontent filtering rules includes identifying, by a server including oneor more processors, an application executing on a client device to whichto transmit content. The application is associated with an account. Themethod further includes determining, by the server, that the applicationis configured with a configuration setting to apply a content filteringpolicy corresponding to a list of players including one or more playersincluded in one or more lineups associated with the account. The methodfurther includes receiving, by the server, a content item from a contentsource. The method further includes determining, by the server, one ormore player tags associated with the content item, the player tagsidentifying one or more players with which the content item isassociated. The method further includes determining, by the server, thatthe content item includes a player tag corresponding to a playerincluded in the list of players corresponding to the application. Themethod further includes transmitting, by the server, the content item tothe client device for insertion in a content feed provided by theapplication responsive to determining that content item includes theplayer tag corresponding to a player included in the list of playerscorresponding to the application.

In some embodiments, the method further includes establishing, by theserver, a web socket connection between the server and the applicationexecuting on the device and maintaining state information of the websocket connection and wherein transmitting the content item to theclient device includes transmitting the content item to the clientdevice responsive to determining that the web socket connection isactive.

In some embodiments, the method further includes storing a request totransmit the content item in a queue responsive to determining thatthere is no active web socket connection between the server and theapplication, determining that a web socket connection between the serverand the application has been established, and transmitting the contentitem to the client device responsive to determining that the web socketconnection between the server and the application has been established.

In some embodiments, the method further includes maintaining, by theserver, the list of players associated with the account, and updating,by the server, the list of players responsive to a user of the accountmodifying an existing lineup or adding a new lineup.

In some embodiments, the method further includes determining, by theserver, that a second player has been added to the list of playersassociated with the account, identifying a second content item includinga second player tag corresponding to the second player, adding thesecond content item to a queue of content items to transmit to theapplication, and transmitting the second content item to the clientdevice for presentation in the content feed of the applicationresponsive to determining that there is a connection between the serverand the application executing on the client device.

In some embodiments, the method further includes determining, by theserver, that a lineup including a set of players associated with theaccount has expired, removing, by the server, at least one of the set ofplayers from the list of players associated with the account responsiveto determining that the lineup has expired, identifying a second contentitem including a second player tag that corresponds to the at least oneplayer of the set of players that was removed from the list of players,and removing the second content item from a queue of content items totransmit to the application responsive to removing the at least playerfrom the list of players.

In some embodiments, the application is configured to display anactionable item that when selected, applies the content filtering policyto filter the content displayed in the content feed of the applicationbased on the list of players included in the one or more lineupsassociated with the account.

In some embodiments, the content item is a first content item andwherein the method further includes receiving the first content itemfrom a first content source in a first content format, selecting, from aplurality of content modification policies, a first content modificationpolicy to modify the format of the first content item from the firstcontent format to a second content format that the application executingon the client device is configured to present in the content feed,formatting the first content item from the first content format to thesecond content format, and storing the first content item in the secondcontent format, and wherein transmitting the first content item includestransmitting the first content item in the second content format fordisplay in the content feed provided by the application.

In some embodiments, the method further includes receiving a secondcontent item from a second content source in a third content format,selecting, from a plurality of content modification policies, a secondcontent modification policy to modify the format of the first contentitem from the third content format to a fourth content format that theapplication executing on the client device is configured to present inthe content feed, formatting the second content item from the thirdcontent format to the fourth content format, storing the second contentitem in the fourth content format, and transmitting the second contentitem to the client device in the fourth content format for display inthe content feed provided by the application.

According to another aspect, a system for dynamically updating a packettransmission queue, includes a server including one or more processorsconfigured to identify an application executing on a client device towhich to transmit content. The application is associated with anaccount, determine that the application is configured with aconfiguration setting to apply a content filtering policy correspondingto a list of players including one or more players included in one ormore lineups associated with the account. The system is furtherconfigured to receive a content item from a content source, determineone or more player tags associated with the content item. The playertags identify one or more players with which the content item isassociated. The system is further configured to determine that thecontent item includes a player tag corresponding to a player included inthe list of players corresponding to the application. The system isfurther configured to transmit the content item to the client device forinsertion in a content feed provided by the application responsive todetermining that the content item includes the player tag correspondingto a player included in the list of players corresponding to theapplication.

In some embodiments, the server can be further configured to establish aweb socket connection between the server and the application executingon the device and maintain state information of the web socketconnection. To transmit the content item to the client device, theserver can be configured to transmit the content item to the clientdevice responsive to determining that the web socket connection isactive. The server can be configured to store a request to transmit thecontent item in a queue responsive to determining that there is noactive web socket connection between the server and the application,determine that a web socket connection between the server and theapplication has been established, and transmit the content item to theclient device responsive to determining that the web socket connectionbetween the server and the application has been established.

The server can be configured to maintain the list of players associatedwith the account; and update the list of players responsive to a user ofthe account modifying an existing lineup or adding a new lineup. In someembodiments, the server can be configured to determine that a secondplayer has been added to the list of players associated with theaccount, identify a second content item including a second player tagcorresponding to the second player, add the second content item to aqueue of content items to transmit to the application, and transmit thesecond content item to the client device for presentation in the contentfeed of the application responsive to determining that there is aconnection between the server and the application executing on theclient device.

In some embodiments, the server can be configured to determine that alineup including a set of players associated with the account hasexpired, remove at least one of the set of players from the list ofplayers associated with the account responsive to determining that thelineup has expired, identify a second content item including a secondplayer tag that corresponds to the at least one player of the set ofplayers that was removed from the list of players, and remove the secondcontent item from a queue of content items to transmit to theapplication responsive to removing the at least player from the list ofplayers. The application can be configured to display an actionable itemthat when selected and apply the content filtering policy to filter thecontent displayed in the content feed of the application based on thelist of players included in the one or more lineups associated with theaccount.

In some embodiments, the content item can be a first content item andthe server can be further configured to receive the first content itemfrom a first content source in a first content format, select, from aplurality of content modification policies, a first content modificationpolicy to modify the format of the first content item from the firstcontent format to a second content format that the application executingon the client device is configured to present in the content feed,format the first content item from the first content format to thesecond content format, and store the first content item in the secondcontent format. To transmit the first content item, the server can beconfigured to transmit the first content item in the second contentformat for display in the content feed provided by the application. Theserver can be configured to receive a second content item from a secondcontent source in a third content format, select, from a plurality ofcontent modification policies, a second content modification policy tomodify the format of the first content item from the third contentformat to a fourth content format that the application executing on theclient device is configured to present in the content feed, format thesecond content item from the third content format to the fourth contentformat, store the second content item in the fourth content format, andtransmit the second content item to the client device in the fourthcontent format for display in the content feed provided by theapplication.

According to another aspect, a method for updating a ranking of contentitems according to a dynamic content filtering policy includesmaintaining, by a server including one or more processors, a queue ofcontent items to transmit to a device associated with a user of afantasy sports system. The queue of content items includes a pluralityof content items. Each content item is tagged with a label identifying aplayer included in one or more fantasy sports lineups created by theuser for one or more contests provided by the fantasy sports system.Each content item in the queue of content items is ranked according toan order in which the server will transmit the content item to thedevice associated with the user. The method further includesmaintaining, by the server, for the user, a list of players included inthe one or more fantasy sports lineups created by the user. The list ofplayers includes players that are on fantasy sports lineups for conteststhat have not yet been completed. The method further includesmonitoring, by the server, for updates to the one or more contestsprovided by the fantasy sports system. The method further includesdetermining, by the server, that a contest of the one or more contestshas been completed. The method further includes determining, by theserver, for at least one player included in the list of players, thatthe player is not included in any other fantasy sports lineup of theuser for contests that have not yet been completed. The method furtherincludes removing, by the server, the player from the list of playersresponsive to determining the player is not included in any otherfantasy sports lineup of the user for contests that have not yet beencompleted. The method further includes identifying, by the server, atleast one content item in the queue of content items that is tagged witha label identifying the player that is removed from the list of player,and updating, by the server, rankings of the content items included inthe queue of content items by changing a rank of the content item in thequeue of content items. The method further includes updating therankings of the content items included in the queue of content items bychanging the rank of the content item in the queue of content itemsincludes removing the content item from the queue of content items. Insome embodiments, the method can include updating the rankings of thecontent items included in the queue of content items by changing therank of the content item in the queue of content items includes removingthe content item from the queue of content items.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other objects, aspects, features, and advantages ofthe disclosure will become more apparent and better understood byreferring to the following description taken in conjunction with theaccompanying drawings, in which:

FIG. 1A is a block diagram depicting an embodiment of a networkenvironment comprising client devices in communication with serverdevices via a network;

FIG. 1B is a block diagram depicting a cloud computing environmentcomprising client device in communication with cloud service providers;

FIGS. 1C and 1D are block diagrams depicting embodiments of computingdevices useful in connection with the methods and systems describedherein;

FIG. 2 is a block diagram depicting an embodiment of a contentmanagement environment including a content management system incommunication with a plurality of content servers and a plurality ofclient devices executing application instances of the content managementsystem;

FIG. 3 is a block diagram depicting an embodiment of the contentmanagement system shown in FIG. 2;

FIG. 4 illustrates a list of players and corresponding queue of contentitems maintained by the content management system shown in FIGS. 2 and 3at a first time and a second time; and

FIG. 5 illustrates a flow diagram of a method of transmitting content toa remote device responsive to determining that the content item istagged with a player tag corresponding to a player included in the listof players shown in FIG. 4;

FIG. 6 illustrates a flow diagram of a method of updating a ranking ofcontent items included in the queue of content items shown in FIG. 4;and

FIGS. 7A-7D are screenshots of user interfaces of the application shownin FIG. 2.

FIG. 8 is a block diagram depicting an embodiment of an event generationsystem that is a part of the content management system shown in FIG. 2;

FIG. 9 illustrates a plurality of in-game events that occur during agame;

FIG. 10 illustrates a sequence of messages including informationpertaining to the in-game events shown in FIG. 9.

FIG. 11 illustrates an event card generated by the event generationsystem relating to an in-game event;

FIG. 12 is flow diagram of a method of dynamically generating eventcards from message streams;

FIGS. 13A-13F are screenshots of user interfaces of the applicationshown in FIG. 2 generated using information provided by the eventgeneration system shown in FIG. 8; and

FIGS. 14A-14J are screenshots of user interfaces of the applicationshown in FIG. 2 generated using information provided by the eventgeneration system shown in FIG. 8.

DETAILED DESCRIPTION

For purposes of reading the description of the various embodimentsbelow, the following descriptions of the sections of the specificationand their respective contents may be helpful:

Section A describes a network environment and computing environmentwhich may be useful for practicing embodiments described herein.

Section B describes embodiments of systems and methods for prioritizingcontent packets based on a dynamically updated list of content filteringrules.

Section C describes embodiments of systems and methods for dynamicallygenerating event cards from message streams.

A. Computing and Network Environment

Prior to discussing specific embodiments of the present solution, it maybe helpful to describe aspects of the operating environment as well asassociated system components (e.g., hardware elements) in connectionwith the methods and systems described herein. Referring to FIG. 1A, anembodiment of a network environment is depicted. In brief overview, thenetwork environment includes one or more clients 102 a-102 n (alsogenerally referred to as local machine(s) 102, client(s) 102, clientnode(s) 102, client machine(s) 102, client computer(s) 102, clientdevice(s) 102, endpoint(s) 102, or endpoint node(s) 102) incommunication with one or more servers 106 a-106 n (also generallyreferred to as server(s) 106, node 106, or remote machine(s) 106) viaone or more networks 104. In some embodiments, a client 102 has thecapacity to function as both a client node seeking access to resourcesprovided by a server and as a server providing access to hostedresources for other clients 102 a-102 n.

Although FIG. 1A shows a network 104 between the clients 102 and theservers 106, the clients 102 and the servers 106 may be on the samenetwork 104. In some embodiments, there are multiple networks 104between the clients 102 and the servers 106. In one of theseembodiments, a network 104′ (not shown) may be a private network and anetwork 104 may be a public network. In another of these embodiments, anetwork 104 may be a private network and a network 104′ a publicnetwork. In still another of these embodiments, networks 104 and 104′may both be private networks.

The network 104 may be connected via wired or wireless links. Wiredlinks may include Digital Subscriber Line (DSL), coaxial cable lines, oroptical fiber lines. The wireless links may include BLUETOOTH, Wi-Fi,Worldwide Interoperability for Microwave Access (WiMAX), an infraredchannel or satellite band. The wireless links may also include anycellular network standards used to communicate among mobile devices,including standards that qualify as 1G, 2G, 3G, or 4G. The networkstandards may qualify as one or more generation of mobiletelecommunication standards by fulfilling a specification or standardssuch as the specifications maintained by International TelecommunicationUnion. The 3G standards, for example, may correspond to theInternational Mobile Telecommunications-2050 (IMT-2050) specification,and the 4G standards may correspond to the International MobileTelecommunications Advanced (IMT-Advanced) specification. Examples ofcellular network standards include AMPS, GSM, GPRS, UMTS, LTE, LTEAdvanced, Mobile WiMAX, and WiMAX-Advanced. Cellular network standardsmay use various channel access methods e.g. FDMA, TDMA, CDMA, or SDMA.In some embodiments, different types of data may be transmitted viadifferent links and standards. In other embodiments, the same types ofdata may be transmitted via different links and standards.

The network 104 may be any type and/or form of network. The geographicalscope of the network 104 may vary widely and the network 104 can be abody area network (BAN), a personal area network (PAN), a local-areanetwork (LAN), e.g. Intranet, a metropolitan area network (MAN), a widearea network (WAN), or the Internet. The topology of the network 104 maybe of any form and may include, e.g., any of the following:point-to-point, bus, star, ring, mesh, or tree. The network 104 may bean overlay network which is virtual and sits on top of one or morelayers of other networks 104′. The network 104 may be of any suchnetwork topology as known to those ordinarily skilled in the art capableof supporting the operations described herein. The network 104 mayutilize different techniques and layers or stacks of protocols,including, e.g., the Ethernet protocol, the internet protocol suite(TCP/IP), the ATM (Asynchronous Transfer Mode) technique, the SONET(Synchronous Optical Networking) protocol, or the SDH (SynchronousDigital Hierarchy) protocol. The TCP/IP internet protocol suite mayinclude application layer, transport layer, internet layer (including,e.g., IPv6), or the link layer. The network 104 may be a type of abroadcast network, a telecommunications network, a data communicationnetwork, or a computer network.

In some embodiments, the system may include multiple, logically-groupedservers 106. In one of these embodiments, the logical group of serversmay be referred to as a server farm 38 or a machine farm 38. In anotherof these embodiments, the servers 106 may be geographically dispersed.In other embodiments, a machine farm 38 may be administered as a singleentity. In still other embodiments, the machine farm 38 includes aplurality of machine farms 38. The servers 106 within each machine farm38 can be heterogeneous—one or more of the servers 106 or machines 106can operate according to one type of operating system platform (e.g.,WINDOWS NT, manufactured by Microsoft Corp. of Redmond, Wash.), whileone or more of the other servers 106 can operate on according to anothertype of operating system platform (e.g., Unix, Linux, or Mac OS X).

In one embodiment, servers 106 in the machine farm 38 may be stored inhigh-density rack systems, along with associated storage systems, andlocated in an enterprise data center. In this embodiment, consolidatingthe servers 106 in this way may improve system manageability, datasecurity, the physical security of the system, and system performance bylocating servers 106 and high performance storage systems on localizedhigh performance networks. Centralizing the servers 106 and storagesystems and coupling them with advanced system management tools allowsmore efficient use of server resources.

The servers 106 of each machine farm 38 do not need to be physicallyproximate to another server 106 in the same machine farm 38. Thus, thegroup of servers 106 logically grouped as a machine farm 38 may beinterconnected using a wide-area network (WAN) connection or ametropolitan-area network (MAN) connection. For example, a machine farm38 may include servers 106 physically located in different continents ordifferent regions of a continent, country, state, city, campus, or room.Data transmission speeds between servers 106 in the machine farm 38 canbe increased if the servers 106 are connected using a local-area network(LAN) connection or some form of direct connection. Additionally, aheterogeneous machine farm 38 may include one or more servers 106operating according to a type of operating system, while one or moreother servers 106 execute one or more types of hypervisors rather thanoperating systems. In these embodiments, hypervisors may be used toemulate virtual hardware, partition physical hardware, virtualizephysical hardware, and execute virtual machines that provide access tocomputing environments, allowing multiple operating systems to runconcurrently on a host computer. Native hypervisors may run directly onthe host computer. Hypervisors may include VMware ESX/ESXi, manufacturedby VMWare, Inc., of Palo Alto, Calif.; the Xen hypervisor, an opensource product whose development is overseen by Citrix Systems, Inc.;the HYPER-V hypervisors provided by Microsoft or others. Hostedhypervisors may run within an operating system on a second softwarelevel. Examples of hosted hypervisors may include VMware Workstation andVIRTUALBOX.

Management of the machine farm 38 may be de-centralized. For example,one or more servers 106 may comprise components, subsystems and modulesto support one or more management services for the machine farm 38. Inone of these embodiments, one or more servers 106 provide functionalityfor management of dynamic data, including techniques for handlingfailover, data replication, and increasing the robustness of the machinefarm 38. Each server 106 may communicate with a persistent store and, insome embodiments, with a dynamic store.

Server 106 may be a file server, application server, web server, proxyserver, appliance, network appliance, gateway, gateway server,virtualization server, deployment server, SSL VPN server, or firewall.In one embodiment, the server 106 may be referred to as a remote machineor a node.

Referring to FIG. 1B, a cloud computing environment is depicted. A cloudcomputing environment may provide client 102 with one or more resourcesprovided by a network environment. The cloud computing environment mayinclude one or more clients 102 a-102 n, in communication with the cloud108 over one or more networks 104. Clients 102 may include, e.g., thickclients, thin clients, and zero clients. A thick client may provide atleast some functionality even when disconnected from the cloud 108 orservers 106. A thin client or a zero client may depend on the connectionto the cloud 108 or server 106 to provide functionality. A zero clientmay depend on the cloud 108 or other networks 104 or servers 106 toretrieve operating system data for the client device. The cloud 108 mayinclude back end platforms, e.g., servers 106, storage, server farms ordata centers.

The cloud 108 may be public, private, or hybrid. Public clouds mayinclude public servers 106 that are maintained by third parties to theclients 102 or the owners of the clients. The servers 106 may be locatedoff-site in remote geographical locations as disclosed above orotherwise. Public clouds may be connected to the servers 106 over apublic network. Private clouds may include private servers 106 that arephysically maintained by clients 102 or owners of clients. Privateclouds may be connected to the servers 106 over a private network 104.Hybrid clouds 108 may include both the private and public networks 104and servers 106.

The cloud 108 may also include a cloud based delivery, e.g. Software asa Service (SaaS) 110, Platform as a Service (PaaS) 112, andInfrastructure as a Service (IaaS) 114. IaaS may refer to a user rentingthe use of infrastructure resources that are needed during a specifiedtime period. IaaS providers may offer storage, networking, servers orvirtualization resources from large pools, allowing the users to quicklyscale up by accessing more resources as needed. Examples of IaaS caninclude infrastructure and services (e.g., EG-32) provided by OVHHOSTING of Montreal, Quebec, Canada, AMAZON WEB SERVICES provided byAmazon.com, Inc., of Seattle, Wash., RACKSPACE CLOUD provided byRackspace US, Inc., of San Antonio, Tex., Google Compute Engine providedby Google Inc. of Mountain View, Calif., or RIGHTSCALE provided byRightScale, Inc., of Santa Barbara, Calif. PaaS providers may offerfunctionality provided by IaaS, including, e.g., storage, networking,servers or virtualization, as well as additional resources such as,e.g., the operating system, middleware, or runtime resources. Examplesof PaaS include WINDOWS AZURE provided by Microsoft Corporation ofRedmond, Wash., Google App Engine provided by Google Inc., and HEROKUprovided by Heroku, Inc. of San Francisco, Calif. SaaS providers mayoffer the resources that PaaS provides, including storage, networking,servers, virtualization, operating system, middleware, or runtimeresources. In some embodiments, SaaS providers may offer additionalresources including, e.g., data and application resources. Examples ofSaaS include GOOGLE APPS provided by Google Inc., SALESFORCE provided bySalesforce.com Inc. of San Francisco, Calif., or OFFICE 365 provided byMicrosoft Corporation. Examples of SaaS may also include data storageproviders, e.g. DROPBOX provided by Dropbox, Inc. of San Francisco,Calif., Microsoft SKYDRIVE provided by Microsoft Corporation, GoogleDrive provided by Google Inc., or Apple ICLOUD provided by Apple Inc. ofCupertino, Calif.

Clients 102 may access IaaS resources with one or more IaaS standards,including, e.g., Amazon Elastic Compute Cloud (EC2), Open CloudComputing Interface (OCCI), Cloud Infrastructure Management Interface(CIMI), or OpenStack standards. Some IaaS standards may allow clientsaccess to resources over HTTP, and may use Representational StateTransfer (REST) protocol or Simple Object Access Protocol (SOAP).Clients 102 may access PaaS resources with different PaaS interfaces.Some PaaS interfaces use HTTP packages, standard Java APIs, JavaMailAPI, Java Data Objects (JDO), Java Persistence API (JPA), Python APIs,web integration APIs for different programming languages including,e.g., Rack for Ruby, WSGI for Python, or PSGI for Perl, or other APIsthat may be built on REST, HTTP, XML, or other protocols. Clients 102may access SaaS resources through the use of web-based user interfaces,provided by a web browser (e.g. GOOGLE CHROME, Microsoft INTERNETEXPLORER, or Mozilla Firefox provided by Mozilla Foundation of MountainView, Calif.). Clients 102 may also access SaaS resources throughsmartphone or tablet applications, including, e.g., Salesforce SalesCloud, or Google Drive app. Clients 102 may also access SaaS resourcesthrough the client operating system, including, e.g., Windows filesystem for DROPBOX.

In some embodiments, access to IaaS, PaaS, or SaaS resources may beauthenticated. For example, a server or authentication server mayauthenticate a user via security certificates, HTTPS, or API keys. APIkeys may include various encryption standards such as, e.g., AdvancedEncryption Standard (AES). Data resources may be sent over TransportLayer Security (TLS) or Secure Sockets Layer (SSL).

The client 102 and server 106 may be deployed as and/or executed on anytype and form of computing device, e.g. a computer, network device orappliance capable of communicating on any type and form of network andperforming the operations described herein. FIGS. 1C and 1D depict blockdiagrams of a computing device 100 useful for practicing an embodimentof the client 102 or a server 106. As shown in FIGS. 1C and 1D, eachcomputing device 100 includes a central processing unit 121, and a mainmemory unit 122. As shown in FIG. 1C, a computing device 100 may includea storage device 128, an installation device 116, a network interface118, an I/O controller 123, display devices 124 a-124 n, a keyboard 126and a pointing device 127, e.g. a mouse. The storage device 128 mayinclude, without limitation, an operating system, software, and asoftware of a content management system 205. As shown in FIG. 1D, eachcomputing device 100 may also include additional optional elements, e.g.a memory port 103, a bridge 170, one or more input/output devices 130a-130 n (generally referred to using reference numeral 130), and a cachememory 140 in communication with the central processing unit 121.

The central processing unit 121 is any logic circuitry that responds toand processes instructions fetched from the main memory unit 122. Inmany embodiments, the central processing unit 121 is provided by amicroprocessor unit, e.g.: those manufactured by Intel Corporation ofMountain View, Calif.; those manufactured by Motorola Corporation ofSchaumburg, Ill.; the ARM processor and TEGRA system on a chip (SoC)manufactured by Nvidia of Santa Clara, Calif.; the POWER7 processor,those manufactured by International Business Machines of White Plains,N.Y.; or those manufactured by Advanced Micro Devices of Sunnyvale,Calif. The computing device 100 may be based on any of these processors,or any other processor capable of operating as described herein. Thecentral processing unit 121 may utilize instruction level parallelism,thread level parallelism, different levels of cache, and multi-coreprocessors. A multi-core processor may include two or more processingunits on a single computing component. Examples of multi-core processorsinclude the AMD PHENOM IIX2, INTEL CORE i5 and INTEL CORE i7.

Main memory unit 122 may include one or more memory chips capable ofstoring data and allowing any storage location to be directly accessedby the microprocessor 121. Main memory unit 122 may be volatile andfaster than storage 128 memory. Main memory units 122 may be Dynamicrandom access memory (DRAM) or any variants, including static randomaccess memory (SRAM), Burst SRAM or SynchBurst SRAM (BSRAM), Fast PageMode DRAM (FPM DRAM), Enhanced DRAM (EDRAM), Extended Data Output RAM(EDO RAM), Extended Data Output DRAM (EDO DRAM), Burst Extended DataOutput DRAM (BEDO DRAM), Single Data Rate Synchronous DRAM (SDR SDRAM),Double Data Rate SDRAM (DDR SDRAM), Direct Rambus DRAM (DRDRAM), orExtreme Data Rate DRAM (XDR DRAM). In some embodiments, the main memory122 or the storage 128 may be non-volatile; e.g., non-volatile readaccess memory (NVRAM), flash memory non-volatile static RAM (nvSRAM),Ferroelectric RAM (FeRAM), Magnetoresistive RAM (MRAM), Phase-changememory (PRAM), conductive-bridging RAM (CBRAM),Silicon-Oxide-Nitride-Oxide-Silicon (SONOS), Resistive RAM (RRAM),Racetrack, Nano-RAM (NRAM), or Millipede memory. The main memory 122 maybe based on any of the above described memory chips, or any otheravailable memory chips capable of operating as described herein. In theembodiment shown in FIG. 1C, the processor 121 communicates with mainmemory 122 via a system bus 150 (described in more detail below). FIG.1D depicts an embodiment of a computing device 100 in which theprocessor communicates directly with main memory 122 via a memory port103. For example, in FIG. 1D the main memory 122 may be DRDRAM.

FIG. 1D depicts an embodiment in which the main processor 121communicates directly with cache memory 140 via a secondary bus,sometimes referred to as a backside bus. In other embodiments, the mainprocessor 121 communicates with cache memory 140 using the system bus150. Cache memory 140 typically has a faster response time than mainmemory 122 and is typically provided by SRAM, BSRAM, or EDRAM. In theembodiment shown in FIG. 1D, the processor 121 communicates with variousI/O devices 130 via a local system bus 150. Various buses may be used toconnect the central processing unit 121 to any of the I/O devices 130,including a PCI bus, a PCI-X bus, or a PCI-Express bus, or a NuBus. Forembodiments in which the I/O device is a video display 124, theprocessor 121 may use an Advanced Graphics Port (AGP) to communicatewith the display 124 or the I/O controller 123 for the display 124. FIG.1D depicts an embodiment of a computer 100 in which the main processor121 communicates directly with I/O device 130 b or other processors 121′via HYPERTRANSPORT, RAPIDIO, or INFINIBAND communications technology.FIG. 1D also depicts an embodiment in which local busses and directcommunication are mixed: the processor 121 communicates with I/O device130 a using a local interconnect bus while communicating with I/O device130 b directly.

A wide variety of I/O devices 130 a-130 n may be present in thecomputing device 100. Input devices may include keyboards, mice,trackpads, trackballs, touchpads, touch mice, multi-touch touchpads andtouch mice, microphones, multi-array microphones, drawing tablets,cameras, single-lens reflex camera (SLR), digital SLR (DSLR), CMOSsensors, accelerometers, infrared optical sensors, pressure sensors,magnetometer sensors, angular rate sensors, depth sensors, proximitysensors, ambient light sensors, gyroscopic sensors, or other sensors.Output devices may include video displays, graphical displays, speakers,headphones, inkjet printers, laser printers, and 3D printers.

Devices 130 a-130 n may include a combination of multiple input oroutput devices, including, e.g., Microsoft KINECT, Nintendo Wiimote forthe WII, Nintendo WII U GAMEPAD, or Apple IPHONE. Some devices 130 a-130n allow gesture recognition inputs through combining some of the inputsand outputs. Some devices 130 a-130 n provides for facial recognitionwhich may be utilized as an input for different purposes includingauthentication and other commands. Some devices 130 a-130 n provides forvoice recognition and inputs, including, e.g., Microsoft KINECT, SIRIfor IPHONE by Apple, Google Now or Google Voice Search.

Additional devices 130 a-130 n have both input and output capabilities,including, e.g., haptic feedback devices, touchscreen displays, ormulti-touch displays. Touchscreen, multi-touch displays, touchpads,touch mice, or other touch sensing devices may use differenttechnologies to sense touch, including, e.g., capacitive, surfacecapacitive, projected capacitive touch (PCT), in-cell capacitive,resistive, infrared, waveguide, dispersive signal touch (DST), in-celloptical, surface acoustic wave (SAW), bending wave touch (BWT), orforce-based sensing technologies. Some multi-touch devices may allow twoor more contact points with the surface, allowing advanced functionalityincluding, e.g., pinch, spread, rotate, scroll, or other gestures. Sometouchscreen devices, including, e.g., Microsoft PIXELSENSE orMulti-Touch Collaboration Wall, may have larger surfaces, such as on atable-top or on a wall, and may also interact with other electronicdevices. Some I/O devices 130 a-130 n, display devices 124 a-124 n orgroup of devices may be augmented reality devices. The I/O devices maybe controlled by an I/O controller 123 as shown in FIG. 1C. The I/Ocontroller may control one or more I/O devices, such as, e.g., akeyboard 126 and a pointing device 127, e.g., a mouse or optical pen.Furthermore, an I/O device may also provide storage and/or aninstallation medium 116 for the computing device 100. In still otherembodiments, the computing device 100 may provide USB connections (notshown) to receive handheld USB storage devices. In further embodiments,an I/O device 130 may be a bridge between the system bus 150 and anexternal communication bus, e.g. a USB bus, a SCSI bus, a FireWire bus,an Ethernet bus, a Gigabit Ethernet bus, a Fibre Channel bus, or aThunderbolt bus.

In some embodiments, display devices 124 a-124 n may be connected to I/Ocontroller 123. Display devices may include, e.g., liquid crystaldisplays (LCD), thin film transistor LCD (TFT-LCD), blue phase LCD,electronic papers (e-ink) displays, flexile displays, light emittingdiode displays (LED), digital light processing (DLP) displays, liquidcrystal on silicon (LCOS) displays, organic light-emitting diode (OLED)displays, active-matrix organic light-emitting diode (AMOLED) displays,liquid crystal laser displays, time-multiplexed optical shutter (TMOS)displays, or 3D displays. Examples of 3D displays may use, e.g.stereoscopy, polarization filters, active shutters, or autostereoscopy.Display devices 124 a-124 n may also be a head-mounted display (HMD). Insome embodiments, display devices 124 a-124 n or the corresponding I/Ocontrollers 123 may be controlled through or have hardware support forOPENGL or DIRECTX API or other graphics libraries.

In some embodiments, the computing device 100 may include or connect tomultiple display devices 124 a-124 n, which each may be of the same ordifferent type and/or form. As such, any of the I/O devices 130 a-130 nand/or the I/O controller 123 may include any type and/or form ofsuitable hardware, software, or combination of hardware and software tosupport, enable or provide for the connection and use of multipledisplay devices 124 a-124 n by the computing device 100. For example,the computing device 100 may include any type and/or form of videoadapter, video card, driver, and/or library to interface, communicate,connect or otherwise use the display devices 124 a-124 n. In oneembodiment, a video adapter may include multiple connectors to interfaceto multiple display devices 124 a-124 n. In other embodiments, thecomputing device 100 may include multiple video adapters, with eachvideo adapter connected to one or more of the display devices 124 a-124n. In some embodiments, any portion of the operating system of thecomputing device 100 may be configured for using multiple displays 124a-124 n. In other embodiments, one or more of the display devices 124a-124 n may be provided by one or more other computing devices 100 a or100 b connected to the computing device 100, via the network 104. Insome embodiments software may be designed and constructed to use anothercomputer's display device as a second display device 124 a for thecomputing device 100. For example, in one embodiment, an Apple iPad mayconnect to a computing device 100 and use the display of the device 100as an additional display screen that may be used as an extended desktop.One ordinarily skilled in the art will recognize and appreciate thevarious ways and embodiments that a computing device 100 may beconfigured to have multiple display devices 124 a-124 n.

Referring again to FIG. 1C, the computing device 100 may comprise astorage device 128 (e.g. one or more hard disk drives or redundantarrays of independent disks) for storing an operating system or otherrelated software, and for storing application software programs such asany program related to the software for the content management system205. Examples of storage device 128 include, e.g., hard disk drive(HDD); optical drive including CD drive, DVD drive, or BLU-RAY drive;solid-state drive (SSD); USB flash drive; or any other device suitablefor storing data. Some storage devices may include multiple volatile andnon-volatile memories, including, e.g., solid state hybrid drives thatcombine hard disks with solid state cache. Some storage device 128 maybe non-volatile, mutable, or read-only. Some storage device 128 may beinternal and connect to the computing device 100 via a bus 150. Somestorage devices 128 may be external and connect to the computing device100 via an I/O device 130 that provides an external bus. Some storagedevice 128 may connect to the computing device 100 via the networkinterface 118 over a network 104, including, e.g., the Remote Disk forMACBOOK AIR by Apple. Some client devices 100 may not require anon-volatile storage device 128 and may be thin clients or zero clients102. Some storage device 128 may also be used as an installation device116, and may be suitable for installing software and programs.Additionally, the operating system and the software can be run from abootable medium, for example, a bootable CD, e.g. KNOPPIX, a bootable CDfor GNU/Linux that is available as a GNU/Linux distribution fromknoppix.net.

Client device 100 may also install software or application from anapplication distribution platform. Examples of application distributionplatforms include the App Store for iOS provided by Apple, Inc., the MacApp Store provided by Apple, Inc., GOOGLE PLAY for Android OS providedby Google Inc., Chrome Webstore for CHROME OS provided by Google Inc.,and Amazon Appstore for Android OS and KINDLE FIRE provided byAmazon.com, Inc. An application distribution platform may facilitateinstallation of software on a client device 102. An applicationdistribution platform may include a repository of applications on aserver 106 or a cloud 108, which the clients 102 a-102 n may access overa network 104. An application distribution platform may includeapplication developed and provided by various developers. A user of aclient device 102 may select, purchase and/or download an applicationvia the application distribution platform.

Furthermore, the computing device 100 may include a network interface118 to interface to the network 104 through a variety of connectionsincluding, but not limited to, standard telephone lines LAN or WAN links(e.g., 802.11, T1, T3, Gigabit Ethernet, Infiniband), broadbandconnections (e.g., ISDN, Frame Relay, ATM, Gigabit Ethernet,Ethernet-over-SONET, ADSL, VDSL, BPON, GPON, fiber optical includingFiOS), wireless connections, or some combination of any or all of theabove. Connections can be established using a variety of communicationprotocols (e.g., TCP/IP, Ethernet, ARCNET, SONET, SDH, Fiber DistributedData Interface (FDDI), IEEE 802.11a/b/g/n/ac CDMA, GSM, WiMax and directasynchronous connections). In one embodiment, the computing device 100communicates with other computing devices 100′ via any type and/or formof gateway or tunneling protocol e.g. Secure Socket Layer (SSL) orTransport Layer Security (TLS), or the Citrix Gateway Protocolmanufactured by Citrix Systems, Inc. of Ft. Lauderdale, Fla. The networkinterface 118 may comprise a built-in network adapter, network interfacecard, PCMCIA network card, EXPRESSCARD network card, card bus networkadapter, wireless network adapter, USB network adapter, modem or anyother device suitable for interfacing the computing device 100 to anytype of network capable of communication and performing the operationsdescribed herein.

A computing device 100 of the sort depicted in FIGS. 1B and 1C mayoperate under the control of an operating system, which controlsscheduling of tasks and access to system resources. The computing device100 can be running any operating system such as any of the versions ofthe MICROSOFT WINDOWS operating systems, the different releases of theUnix and Linux operating systems, any version of the MAC OS forMacintosh computers, any embedded operating system, any real-timeoperating system, any open source operating system, any proprietaryoperating system, any operating systems for mobile computing devices, orany other operating system capable of running on the computing deviceand performing the operations described herein. Typical operatingsystems include, but are not limited to: WINDOWS 2000, WINDOWS Server2002, WINDOWS CE, WINDOWS Phone, WINDOWS XP, WINDOWS VISTA, WINDOWS 7,WINDOWS RT, WINDOWS 8, and WINDOWS 10, all of which are manufactured byMicrosoft Corporation of Redmond, Wash.; MAC OS and iOS, manufactured byApple, Inc. of Cupertino, Calif.; and Linux, a freely-availableoperating system, e.g. Linux Mint distribution (“distro”) or Ubuntu,distributed by Canonical Ltd. of London, United Kingdom; or Unix orother Unix-like derivative operating systems; and Android, designed byGoogle, of Mountain View, Calif., among others. Some operating systems,including, e.g., the CHROME OS by Google, may be used on zero clients orthin clients, including, e.g., CHROMEBOOKS.

The computer system 100 can be any workstation, telephone, desktopcomputer, laptop or notebook computer, netbook, ULTRABOOK, tablet,server, handheld computer, mobile telephone, smartphone or otherportable telecommunications device, media playing device, a gamingsystem, mobile computing device, or any other type and/or form ofcomputing, telecommunications or media device that is capable ofcommunication. The computer system 100 has sufficient processor powerand memory capacity to perform the operations described herein. In someembodiments, the computing device 100 may have different processors,operating systems, and input devices consistent with the device. TheSamsung GALAXY smartphones, e.g., operate under the control of Androidoperating system developed by Google, Inc. GALAXY smartphones receiveinput via a touch interface.

In some embodiments, the computing device 100 is a tablet e.g. the IPADline of devices by Apple; GALAXY TAB family of devices by Samsung; orKINDLE FIRE, by Amazon.com, Inc. of Seattle, Wash. In other embodiments,the computing device 100 is an eBook reader, e.g. the KINDLE family ofdevices by Amazon.com, or NOOK family of devices by Barnes & Noble, Inc.of New York City, N.Y.

In some embodiments, the communications device 102 includes acombination of devices, e.g. a smartphone combined with a digital audioplayer or portable media player. For example, one of these embodimentsis a smartphone, e.g. the IPHONE family of smartphones manufactured byApple, Inc.; a Samsung GALAXY family of smartphones manufactured bySamsung, Inc.; or a Motorola DROID family of smartphones. In yet anotherembodiment, the communications device 102 is a laptop or desktopcomputer equipped with a web browser and a microphone and speakersystem, e.g. a telephony headset. In these embodiments, thecommunications devices 102 are web-enabled and can receive and initiatephone calls. In some embodiments, a laptop or desktop computer is alsoequipped with a webcam or other video capture device that enables videochat and video call.

In some embodiments, the status of one or more machines 102, 106 in thenetwork 104 are monitored, generally as part of network management. Inone of these embodiments, the status of a machine may include anidentification of load information (e.g., the number of processes on themachine, CPU and memory utilization), of port information (e.g., thenumber of available communication ports and the port addresses), or ofsession status (e.g., the duration and type of processes, and whether aprocess is active or idle). In another of these embodiments, thisinformation may be identified by a plurality of metrics, and theplurality of metrics can be applied at least in part towards decisionsin load distribution, network traffic management, and network failurerecovery as well as any aspects of operations of the present solutiondescribed herein. Aspects of the operating environments and componentsdescribed above will become apparent in the context of the systems andmethods disclosed herein.

B. Systems and Methods for Prioritizing Content Packets Based on aDynamically Updated List of Content Filtering Rules to Reduce ComputerResource Consumption and Extend Battery Life of Remote Devices

In various computing environments and applications, servers of a contentmanagement system are constantly receiving new content that is thentransmitted over one or more networks to remote computing devices. Insome such applications, the content management system may filter thecontent it receives from the servers and selectively sends some of thecontent to the one or more remote computing devices. Moreover, thecontent management system may select different content for transmissionto respective remote computing devices.

These content management systems, however, are not typically welldesigned to filter content based on what is contextually relevant to auser. As a result, users of the remote computing devices are bombardedwith a large number of content items, many of which are not relevant tothe user, which results in the users receiving a large amount ofnotifications and/or content from the content management server that theusers are not interested in.

Receiving and displaying content at the user's computing device utilizescomputing resources, such as processing power of the computing device,battery of the computing device as well as occupies real estate on thedisplay screen of the computing device that could otherwise be consumedby content that is more relevant to the user. As such, there is a desireto reduce the amount of content, or at least contextually irrelevantcontent, that is delivered to the user's computing device. Doing sowould reduce the rate at which a user's computing device consumesbattery power as each additional content item consumes a certain amountof battery power that is an aggregate of the power consumed to receivethe content item, store the content item and render and display thecontent item. Moreover, it should be appreciated that each contextuallyirrelevant content item that is transmitted to the user's computingdevice has an associated computing resource cost, that althoughindividually may seem trivial, in total results in wasting a largeamount of computing resources of the user's computing device. Inaddition, the content management system is also expending computingresources to transmit these contextually irrelevant content items andso, by reducing the number of contextually irrelevant content items thatare transmitted to client devices, the content management systems asdescribed herein can reduce the amount of computing resources that arewasted or expended to transmit such content items.

In addition to some of the technical disadvantages described herein withrespect to transmitting contextually irrelevant content items, it shouldbe appreciated that transmitting contextually irrelevant content itemsis a missed opportunity to send a contextually relevant content item.These missed opportunities can result in a user of the computing deviceresorting to accessing content through channels separate from thecontent management system. This not only results in the user consumingeven more computing resources of the user's device (further draining thebattery of the user), but since the user is retrieving content throughchannels separate from the content management system, the contentmanagement system loses visibility on the user's actions and is unableto identify content that the user finds relevant. This reduces theability of the content management system to identify relevant contentfor the user (and as a result other users), resulting in a lesseffective content management system.

Such challenges are pertinent in a variety of contexts, including butnot limited to online fantasy sports and the content management systemsthat deliver fantasy sports related content to users that play onlinefantasy sports. It should be appreciated that the scope of the presentdisclosure is not limited to the context of fantasy sports and may beapplicable to applications unrelated to online fantasy sports.

Users that play fantasy sports have traditionally accessed content froma plurality of content sources to make decisions about which players toadd to their fantasy teams. Often times, news related to particularplayers can influence a user's decision to add or remove these playersfrom their fantasy team lineups. As such, users desire to receiveinformation about these players as soon as the information is available.

Existing content management systems that provide sports related contentto users are not designed for the fantasy user. In particular, theexisting content management systems do not have content filtering orselection policies in place that would be useful for fantasy users.Moreover, existing content management systems do not have dynamiccontent filtering policies to select content that is contextuallyrelevant to a user and that are automatically updated based on actionstaken by users on their fantasy lineups. Moreover, users are required toconstantly update their content filters to receive contextually relevantinformation. For example, users typically have to actively update ontheir own the filters associated with their accounts in order to stay upto date with information concerning one or more players in theirrespective fantasy lineups. In situations, such as online fantasysports, where a user may create, update or otherwise modify theirfantasy lineups on a very frequent basis, there is a need to provide animproved content management system that is configured to deploy dynamiccontent filtering policies that are generated responsive to changes inusers' fantasy lineups. Thus, the content management system can monitor,update and maintain the content filtering policies associated with oneor more users accounts to provide the one or more users with up to dateinformation concerning one or more players in their respective fantasylineups.

The present disclosure relates, in part, to an improved contentmanagement system that is configured to deploy dynamic content filteringpolicies that are generated responsive to changes in users' fantasylineups. The improved content management system can maintain a dynamiclist of players that are included in currently active fantasy lineupscreated by the user. The improved content management system candynamically identify and retrieve one or more content items for the userbased in part on fantasy lineup(s) created by the user and/or changes inthe user's fantasy lineup(s). The improved content management system candynamically update a content feed for the user based in part on fantasylineup(s) created by the user and/or changes in the user's fantasylineup(s). It should be appreciated that these fantasy lineups may becreated in one or more fantasy sports systems that are related orunrelated to the content management system.

Generally, a user of a fantasy sports system may create multiple fantasylineups for different contests hosted by the fantasy sports system.These multiple fantasy lineups can include multiple players. Thesemultiple fantasy lineups can include different sports or contests. Ascontests are completed, the fantasy lineups created for those contestsmay no longer be active. As such, players included in the fantasylineups corresponding to contests that have been completed may no longerbe relevant to a user and as such, content related to such players maynot be contextually relevant to the user. Conversely, as the usercreates new fantasy lineups or modifies existing lineups to include newplayers, content related to these new players may be contextuallyrelevant once they are added to a fantasy lineup.

The present disclosure also relates, in part, to generating personalizedcontent filtering policies based on a user's dynamic list of playersthat is based on a list of players the user has included in his fantasylineups. The content management system can utilize the personalizedcontent filtering policies that are based on the user's dynamic list ofplayers to identify content related to the players included in theuser's dynamic list of players and transmit such content to the user.Moreover, the content management system can utilize the personalizedcontent filtering policies to also prevent the transmission of contentrelated to players not currently included in the user's dynamic list ofplayers. As the dynamic list of players is periodically updated by thecontent management system, the personalized content filtering policiesassociated with the user is also automatically dynamically updatedwithout requiring any additional input from the user. This results inincreasing the accuracy of transmitting contextually relevant content tothe user, thereby reducing computer resources consumed from thetransmission, receipt and presentation of contextually irrelevantcontent. This also results in preserving the computer resources thatwould have been consumed from the transmission, receipt and presentationof content that is not relevant to the user for content that iscontextually relevant to the user.

According to one aspect, systems and methods for prioritizing contentpackets based on a dynamically updated list of content filtering rulesare described. A server including one or more processors is configuredto identify an application executing on a client device to which totransmit content. The application is associated with an account and theserver can determine that the application is configured with aconfiguration setting to apply a content filtering policy correspondingto a list of players including one or more players included in one ormore lineups associated with the account. The system is furtherconfigured to receive a content item from a content source and determineone or more player tags associated with the content item. The playertags identify one or more players with which the content item isassociated. The system is further configured to determine that thecontent item includes a player tag corresponding to a player included inthe list of players corresponding to the application. The system isfurther configured to transmit the content item to the client device forinsertion in a content feed provided by the application responsive todetermining that the content item includes the player tag correspondingto a player included in the list of players corresponding to theapplication.

Referring now to FIG. 2, a block diagram depicting an embodiment of acontent management environment including a content management system incommunication with a plurality of content servers and a plurality ofclient devices executing application instances of the content managementsystem is shown. The content management environment includes a contentmanagement system 205, a plurality of client devices 210 a-n (generallyreferred to herein as client device 210) executing application 212, aplurality of content servers 215 a-n (generally referred to herein ascontent server 215) and one or more fantasy sports systems 220. Thecontent management system 205, the plurality of content servers 215 andthe fantasy sports system 220 are similar to or can execute on serverssimilar to the servers 106 a-n shown in FIG. 1A, while the clientdevices 210 are similar to the devices 102 a-n shown in FIG. 1A.

The content management system 205 may be communicatively coupled to eachof the content servers 215 via a first network, such as the network 105.The content management system 205 may be communicatively coupled to eachof the client devices 210 via a second network. The content managementsystem 205 may also be communicatively coupled to the fantasy sportssystem 220 via a third network, such as the network 105. The firstnetwork 105, second network 105 and the third network 105 can be thesame network 105 or form part of the same network 105. In someembodiments, the first network 105, second network 105 and the thirdnetwork 105 can also be different networks 105. In some embodiments, thecontent management system 205 may communicate with the application 212executing on each of the client devices 210 via web socket connectionsestablished between the content management system 205 and theapplication 212. The application 212 can be an application configured tocommunicate with the content management system. In some embodiments, theapplication 212 can be a web browser executing on the client device. Insome embodiments, the application 212 can be a native applicationexecuting on the client device 210.

One or more of the content servers 215 a-215 n can be configured toprovide content items to the content management system 205. In someembodiments, the content servers 215 can be web servers or other typesof content servers 215 that are configured to provide content items tothe content management system 205. The content servers 215 can includesocial media servers, for instance, TWITTER. In some embodiments, atleast one of the content servers 215 provides real-time score updates tosporting events. In some embodiments, at least one of the contentservers 215 can be a server hosting or providing news content. In someembodiments, the content server 215 can be a server that anadministrator of the content management system 205 has included in awhitelist of content servers 215.

As described above, the content management system 205 can becommunicatively coupled to one or more fantasy sports system 220. Thefantasy sports system 220 can be configured to host, manage, maintain orprovide contests for fantasy sports. The fantasy sports system 220 canbe configured to receive fantasy lineups from users of the fantasysports system 220 as submissions for contests hosted by the fantasysports system 220. Each fantasy lineup is created for a particularcontest and can include a list of players selected by a user, such as bya user of one or more of client devices 210 a-210 n. In someembodiments, the fantasy lineup becomes active once at least onesporting event for the fantasy sports contest begins and can expire whenall of the sporting events for the fantasy sports contest end. Users ofthe fantasy sports system 220 can submit multiple fantasy lineups forany given contest. Moreover, users of the fantasy sports system 220 canplay in multiple contests at a given time.

The content management system 205 can maintain one or more connectionswith the fantasy sports system 220. In some embodiments, the contentmanagement system 205 can establish and maintain persistent connectionswith the servers of the one or more fantasy sports systems 220 toreceive information related to users of the fantasy sports systems. Insome embodiments, the connections can be web socket connections.

Referring now to FIG. 3, FIG. 3 is a block diagram depicting anembodiment of the content management system 205 shown in FIG. 2. Thecontent management system 205 can include or be executed on one or moreservers, such as the servers 106 shown in FIG. 1A. The contentmanagement system 205 can include one or more of a content aggregator310, a content labeler 315, a content categorization engine 320, aplayer list manager 325, a content request manager 330, and a contentselector 335. The content management system 205 can also include,access, maintain or manage one or more data structures, including butnot limited to a content items data structure 350, a player lists datastructure 360 and a policies data structure 370. The content items datastructure 350 can store one or more content items 352 and one or moretags 354 associated with each of the content items 352. The player listsdata structure 360 can store player lists 362 including one or moreplayers included in one or more fantasy lineups. The player lists 362can be associated with respective users 364 of the content managementsystem 205. The policies data structure 370 can store one or morepolicies, such as one or more content acceptance policies 372 and one ormore content filtering policies 374.

The content aggregator 310 can comprise components, subsystems, modules,scripts or one or more sets of computer-executable instructions and canbe configured to aggregate content items 352 from a plurality of contentsources. The content aggregator 310, or the content management system205, can be configured to establish and maintain connections withservers of the plurality of content sources. The content aggregator 310can be configured to establish listeners to receive content items fromthe plurality of content sources. The content aggregator 310 can beconfigured to communicate with each of the plurality of content sourcesusing an Application Programming Interface (API). In some embodiments,the content aggregator 310 can establish communication ports throughwhich the content aggregator 310 can receive content items 352 from theplurality of content sources. In some embodiments, the contentaggregator 310 can establish web socket connections through which thecontent aggregator 310 can receive content items 352 from the pluralityof content servers 215. In some embodiments, the content aggregator canestablish persistent connections through which the content aggregatorcan receive content items 352 from the plurality of content servers 215of content sources.

The content aggregator 310 is configured to receive content items 352received from the plurality of content sources and accept a subset ofthe received content items 352 according to the content acceptancepolicies 372 described herein. Once the content items 352 are accepted,the content items 352 are processed such that they can be delivered toclient devices 210 communicatively coupled to the content managementsystem 205.

The content aggregator 310 can be configured to maintain, for eachcontent source from which the content management system 205 isconfigured to receive content items 352, content acceptance policies 372identifying one or more rules for accepting content items 352 fordistribution to client devices 210 corresponding to users havingaccounts of the content management system 205. The content acceptancepolicies 372 can be based on one or more of a subject matter of thecontent item 352, an author or poster of the content item 352, apublisher of the content item 352, or tags 354 with which the contentitems 352 are tagged by the content source from which the content items352 are received. Each tag 354 can include a predetermined sequence ofcharacters or bits that can be used by the content management system 205for distribution of the content item 352 with which the tag 354 isassociated.

In some embodiments, the content acceptance policies 372 can include alist of approved accounts of a social media platform that have beenapproved by the content management system 205 for accepting content. Forinstance, an account of an official sports league may be included in thelist of approved accounts. Further, accounts belonging to certain sportsjournalists may also be included in the list of approved accounts. Inthis way, content that is posted, authored or published by one of theaccounts included in the list of approved accounts may be received bythe content aggregator and accepted by the content management system205. Similarly, the content acceptance policies 372 can include a listof approved content publishers such that content posted on ordistributed by content publishers included in the list of approvedcontent publishers may be accepted by the content management system 205.

The content acceptance policies 372 can also include a list of contentpublishers from which to not receive content (e.g., content items 352)or from which to only accept certain types of content. Similarly, thecontent acceptance policies may identify, for different types ofcontent, a list of content providers or content sources from which toreceive that particular type of content.

The content acceptance policies 372 can also include a list of approvedtags 354 such that when a content item 352 labeled with a tag 354included in the list of approved tags 354 is received, the contentmanagement system 205 can accept the content item 352. In someembodiments, the tags 354 may be tags provided by the content sources.In some embodiments, the content sources may assign their own tags 354to content items and as such, the list of approved tags 354 may includetags 354 specific to a particular content source.

The content labeler 315 can comprise components, subsystems, modules,scripts or one or more sets of computer-executable instructions and canbe configured to tag the content items 352 accepted by the contentaggregator 310 with one or more tags, such as the tags 354. In someembodiments, the tags 354 can be used to classify and sort content items352 and further use the tags 354 to deliver contextually relevantcontent items 352 to users of the content management system 205. Thecontent labeler 315 can be configured to add one or more tags 354 toeach accepted content item, such as the content items 352 stored in thecontent items data structure 350.

In some embodiments, the content labeler 315 can associate, with thecontent item 352, a first tag 354 identifying a content source of thecontent item 352. In some embodiments, the content labeler 315 canassociate, with the content item 352, a second tag 354 identifying acontent author (corresponding to an account of the content source) ofthe content item 352. In some embodiments, the content labeler 315 canassociate, with the content item 352, a third tag 354 corresponding to atime stamp at which the content item 352 was first accepted by thecontent aggregator 310. In some embodiments, the content labeler canassociate, with the content item 352, a fourth tag 354 corresponding toa time stamp at which the content item 352 was first published by thecontent source. In some embodiments, the content labeler 315 canassociate, with the content item 352, a fifth tag 354 (see tags 354 a-nin FIG. 4) corresponding to a player mentioned in the content item or aplayer to which the content item 352 may be related. In someembodiments, the content labeler 315 can associate, with the contentitem 352, a sixth tag 354 corresponding to a sport or league mentionedin the content item 352 or a sport or league to which the content item352 may be related. In some embodiments, the content labeler 315 canassociate, with the content item 352, a seventh tag 354 corresponding toa team mentioned in the content item 352 or a team to which the contentitem 352 may be related. In some embodiments, the content labeler 315can associate, with the content item 352, an eighth tag 354corresponding to a type of content item 352, for instance, a newscontent item 352, an editorial content item 352, an opinion content item352, a score update content item 352, an injury content item 352, aweather related content item 352, among others. In some embodiments, theeighth tag 354 can be a tag that is used to classify the content item352 as one of “breaking news,” “injuries,” “lineups,” or “analysis,”similar to the selectable options shown in FIG. 7C. In some embodiments,the content labeler 315 can associate, with the content item 352, aninth tag 354 corresponding to a media type of content item, forinstance, a text article, a video content item, an audio content item,among others. It should be appreciated that the content labeler 315 canassociate multiple tags 354 with the same content item 352 and eachcontent item 352 can be associated with multiple tags 354 belonging tothe same type of tag 354.

In some embodiments, the content tags corresponding to content items 352may be provided by the content source of the content item 352. In someembodiments, the content labeler 315 may be configured to use the samecontent tag or may be configured to match the content tag to a contenttag that can be used by the content management system 205 for filteringand delivering the content item 352.

The content categorization engine 320 can comprise components,subsystems, modules, scripts or one or more sets of computer-executableinstructions and can be configured to categorize each of the contentitems 352 accepted by the content management system 205. The contentcategorization engine 320 can be configured to categorize each of thecontent items 352 based on the one or more tags 354 provided by orassigned by the content labeler. The content can be categorizedaccording to one or more predetermined categories. In some embodiments,the content can be categorized in accordance with a hierarchicalstructure. For instance, a content item 352 can first be categorized asa score related content item 352 or a news related content item 352.This categorization is to determine whether to display the content item352 on a news page of the application or a scores page of theapplication. In some embodiments, the content categorization engine 320may determine to categorize the content item 352 as a news content or ascores content based on one or more tags 354 associated with the contentitem 352. In some embodiments, the content categorization engine 320 cancategorize a news content item 352 into one of a plurality of predefinedcategories, including but not limited to “breaking news,” “injuries,”“lineups,” or “analysis,” as shown in FIG. 7C.

The player list manager 325 can comprise components, subsystems,modules, scripts or one or more sets of computer-executable instructionsand can be configured to manage player lists for users of the contentmanagement system 205. The player list manager 325 can be configured tocommunicate with one or more fantasy sports systems 220 or their serversthereof. The player list manager 325 can be configured to access a listof accounts of users of the content management system 205. In someembodiments, the accounts of users 364 can be linked to accounts of theusers at the one or more fantasy sports systems 220.

The player list manager 325 is configured to maintain, for each user, aplayer list 362 and a list of users 364 of the content management system205. The player list 362 can include a list of all of the players thatthe user has selected in one or more lineups at one or more fantasysports systems 220. The player list manager 325 can be configured toreceive updates from the one or more fantasy sports systems 220 withwhich the accounts of the content management system 205 and the fantasysports systems 220 are linked. The updates can include updates to auser's fantasy lineups submitted at the fantasy sports systems 220. Insome embodiments, the player list manager 325 can be configured toestablish a web socket connection with one or more servers of fantasysports systems and be configured to receive activity updates of theusers. In some embodiments, the content management system 205 mayidentify a user's account at the fantasy sports system 220 and link thetwo accounts (the content management system 205 and the fantasy sportssystem 220) of the user. In this way, lineup changes, additions, ordeletions made in an account of the fantasy sports system 220 can beprovided to the content management system 205, thereby allowing thecontent management system 205, or the player list manager 325, to updatethe player lists 362 of users 364 of the content management system 205.

The player list manager 325 can be configured to receive, for a user ofthe content management system 205, from a fantasy sports system 220, acommunication identifying a fantasy lineup and an account of the usermaintained by the fantasy sports system 220. The player list manager 325can use the account of the user maintained by the fantasy sports system220 to identify the corresponding account of the user maintained by thecontent management system 205 to which the account of the user of thefantasy sports system is linked. The player list manager 325 can thenretrieve an existing player list 362 associated with the account of theuser maintained by the content management system 205 and merge thefantasy lineup with the existing player list 362. In some embodiments,merging the fantasy lineup with the existing player list 362 can includeadding the players from the fantasy lineup that are not currently in theexisting player list to the existing player list.

In some embodiments, the player list manager 325 can maintain, for eachplayer in the player list 362, a number of lineups of the user in whichthe player is included. The player list manager 325 can also maintain,for each player in the player list 362, an expiration conditionaccording to which the player will be removed from the player list 362.For instance, the player is removed from the player list when the playeris no longer included in any fantasy lineup of the user for conteststhat are ongoing or are scheduled for the future. As such, the playerlist manager 325 can remove the player from the player list 362 once theexpiration condition is satisfied. In some embodiments, the expirationcondition is satisfied when all of the sporting events of a particularfantasy contest have ended. In some embodiments, the expirationcondition is satisfied when all of the sporting events of a particularfantasy contest have begun. In some embodiments, the player list manager325 can receive score updates from one or more content servers and usethe score updates to determine when sporting events end. In this way,the player list manager 325 maintains a list of players that arerelevant to a user in that the players are part of lineups submitted forcontests having one or more sporting events that have yet to becompleted.

Although the player list manager 325 as described herein may receive alist of players associated with a user from one or more fantasy sportssystems 220, the player list manager 325 can be configured to receivethe list of players from the client device of the user. In someembodiments the player list manager 325 can be configured to determinethe list of players from the request for content received from the user.In some embodiments, the request for content can include the list ofplayers that the user is interested in, which can be based on playersthat are included in one or more fantasy lineups. In some embodiments,the request for content generated by the client device or theapplication executing on the client device can include the list ofplayers responsive to determining that a configuration setting forfiltering content based on the players included in one or more fantasylineups of the user. In some embodiments, the request for content caninclude a flag or other indicator indicating that the status of theconfiguration setting for filtering the content. For instance, the flagcan be set to a first value if the configuration setting is enabled andthe flag can be set to a second value if the configuration setting isdisabled.

The content request manager 330 can comprise components, subsystems,modules, scripts or one or more sets of computer-executable instructionsand can be configured to manage content requests. In some embodiments,the content request manager 330 can be configured to receive requestsfor content. The requests for content may be requests generated at awebsite of the content management system, at one or more nativeapplications executing on remote devices, among others. In someembodiments, the requests for content can be a request for a specificcontent type. In some embodiments, the requests for content can begenerated responsive to a user taking an action at the website or on anapplication executing on a remote device.

The content request manager 330 can receive a request for content from aclient device. The request for content can include an identifier thatthe content management system can use to identify a user of the contentmanagement system 205 to which the request for content corresponds. Insome embodiments, the request can come from a native application,browser or other application executing on a remote computing device. Insuch embodiments, the request can include an application identifier oran account identifier identifying the user of the content managementsystem 205. The request can further include a type of content beingrequested. Examples of a type of content can include news, scores, amongothers.

Referring briefly to FIGS. 7A-7D, FIGS. 7A-7D are screenshots of userinterfaces of the application shown in FIG. 2. As shown in FIG. 7A, ascreenshot 700 a shows an interface including a first content feedincluding a plurality of content items 710 a and 710 b. The interfacealso shows a navigation bar 720 at the bottom of the interface includinga plurality of selectable objects for navigating the application. Theinterface includes a “my players” icon, which is a selectable object,which when interacted with, causes the application to modify theinterface to display a “my players” window 740 in the interface as shownin the screenshot 700 d in FIG. 7D. The window 740 includes a firstselectable object 742 for selecting a first configuration setting inwhich the content displayed in the content feed is limited to contenttagged with player tags corresponding to players 752 a-752 n included inthe player list of the user of the application. The window 740 alsoincludes a second selectable object 744 for selecting a secondconfiguration setting in which the content displayed in the content feedis not limited to content tagged with player tags corresponding toplayers 752 a-752 n included in the player list of the user of theapplication, but rather, allows the content feed to display contentitems related to all of the players that are both included in the playerlist and not included in the player list. It should be appreciated thata single selectable object may be toggled between two states to togglethe configuration setting between the first configuration setting andthe second configuration setting.

Still referring to FIGS. 7A-7D, when a user of the application accessesthe application, the application may display a home page, which may beaccessed by the icon 762. The user can access a news page of theapplication via the icon 764. The user can access a fantasy page of theapplication via the icon 766. The user can access a scores page of theapplication via the icon 768. The user can cause the client device onwhich the application is executing to launch a second application of thefantasy sports system via the icon 770. As shown in FIGS. 7A-7C, thenews page is displayed as indicated by the indicator 704. Within thenews page, a user can select between a “featured” page, a “latest” pageand a “video” page. The featured page is configured to display featuredcontent items, the latest page is configured to show the most recentlyreceived content items, and the video page is configured to only displaycontent items including video. Moreover, when a user selects on theobject 708 shown in FIG. 7A, the application is caused to display a menuincluding a plurality of selectable objects 722-730. By selecting one ofthe selectable objects 722-730, the user can control the type of contentitems that the content management system will transmit and/or display onthe application.

As described with respect to FIGS. 7A-7D, the content request manager730 can be configured to receive a request for content via interactionsby a user with an application executing on a client device. The user mayrequest a particular type of content via the interface. The applicationcan be configured to transmit requests to the content management system205 based on the interactions. In some embodiments, the content requestmanager 730 can be configured to receive a request and parse the requestto determine whether a first configuration setting is set or establishedon the application executing on the client device. The request or theconnection can allow the content request manager 730 to monitor thestate of the application, including but not limited to, whether thefirst configuration setting is established. Responsive to determiningthat the first configuration setting is established (which correspondsto filtering content based on players included in the user's playerlist), the content request manager can configure the content managementsystem to send content that includes tags associated with the playersincluded in the user's player list.

Referring again to FIG. 3, the content selector 335 can comprisecomponents, subsystems, modules, scripts or one or more sets ofcomputer-executable instructions and can be configured to select contentto transmit to applications of the content management system 205 thatare executing on remote computing devices. The content selector 335 canbe configured to transmit content items responsive to the contentmanagement system receiving requests from the applications.

The content selector 335 can be configured to determine the type ofcontent items to transmit to the application responsive to the requestreceived from the application as well as based on state informationassociated with the application at the time the request was transmitted.The state information associated with the application at the time therequest was transmitted can be determined by establishing a persistentconnection, such as a web socket connection with the application todetermine which page of the application the user is on, one or moreconfiguration settings set on the application, among others. The contentselector 335 can determine, from the request or the state information,the type of content to transmit to the client device on which theapplication is executing.

For instance, referring now also to FIG. 7C, a user can select toreceive one or more content items related to injuries by selecting theobject 726. Moreover, as shown in FIG. 7D, the user can also select theobject 742 to apply the first configuration setting to the application(to only receive or display content items tagged with tags associatedwith players included in the player list of the user). The contentselector 335 can, based on these selections, identify content items thatare received by the content aggregator 310 and tagged by the contentlabelers 315 as content items that include a first tag corresponding toa content type (news instead of scores), a second tag corresponding tocontent filtering parameters (injuries instead of breaking news,lineups, or analysis) and a third tag corresponding to one of a player(such as any of the players included in the player list of the user). Insome embodiments, a single tag can include the same information conveyedby the first tag, second tag, and third tag, or any combination thereof.

The content selector 335 can identify, from the plurality of contentitems stored in the content items data structure 350, a subset ofcontent items to transmit to the application. In some embodiments, thecontent selector 335 can maintain a queue of content items to transmitto the application. In some embodiments, the queue of content items canbe ordered in accordance to chronological order or reverse chronologicalorder. For instance, the content items can be ordered based on atimestamp of the content item such that the content item that thecontent management system most recently received is placed at the top ofthe queue of content items.

The content selector 335 can be configured to rearrange the contentitems included in the queue of content items as the user adjusts one ormore content filtering parameters on the application. The contentselector 335 can prioritize one or more content items over other contentitems included in the queue of content items. The content filteringparameters can include parameters that affect which content is selectedby the content selector 335 for transmission and/or display to theclient device. The content filtering parameters may change as the usernavigates to different pages on the application or as the user changesthe type of content items the user would like to view in the contentfeed.

The content selector 335 can be configured to assign each content itemincluded in the queue a priority score. The priority score can bedetermined based on the tags associated with the content item. Thepriority score can be determined based on the tags associated with thecontent item and based on the players included in the player list of theuser maintained by the player list manager 325. As players are removedfrom the player list manager, the priority score of content items havingplayer tags associated with such players can be decreased. Conversely,as players are added to the player list manager, the priority score ofcontent items having player tags associated with players that have beenadded can be increased. In some embodiments, the content selector 335,or the content management system 205, may transmit content items basedon the priority scores of the content items. Stated in another way, thecontent selector 335, or the content management system 205, may transmitcontent items that relate to players included in the player list beforetransmitting content items that relate to players not included in thelist.

In some embodiments, the content selector 335 can be configured to sendall of the content accepted by the content management system 205. Thecontent selector 335 may send the content with one or more tags assignedby the content labeler. The content selector 335 can be configured tocommunicate with the application executing on the client device totransmit all of the content items to the client device.

The application executing on the client device may be configured tofilter the content that is displayed within a content feed of theapplication using the tags assigned to the content items. Theapplication executing on the client device may maintain one or morequeues of content items for display within the content feed. In someembodiments, the content items can be assigned to different queues orcan be tagged with tags that can be used to determine which page of theapplication the content items are to be displayed on. Furthermore, insome embodiments, the application can be configured to determine if theconfiguration setting for filtering content based on players included inthe player list is enabled. The application can then select contentitems that are tagged with player tags corresponding to the playersincluded in the player list for display in the content feed of theapplication. In some embodiments, the application can select a contentitem for display in the content feeds based on determining that thecontent item includes a player tag that corresponds to a player that theuser is interested in (for example, by determining that the player isincluded in an active fantasy lineup) and determining that the contentitem falls within the content type that the user has requested todisplay via the application (content type can be news, scores, fantasy,breaking news, lineups, injuries among others).

The content items data structure 350 is a data structure that can storeone or more content items that are received from any of the plurality ofcontent sources and have been accepted by the content aggregator 310 inaccordance with the content acceptance policies 372. The content items352 stored in the data structure can be associated with one or more tags354, such as the tags described herein. The content items data structure350 can be stored on a server of the content management system 205 orcan be accessed by the content management system.

In some embodiments, the content management system 205 can be configuredto modify the format of content items received from multiple contentsources using one or more content modification policies stored in thepolicies data structure 370. In some embodiments, the content managementsystem 205 can receive a first content item from a first content sourcein a first content format. The content management system 205 can thenselect, from a plurality of content modification policies, a firstcontent modification policy to modify the format of the first contentitem from the first content format to a second content format that theapplication executing on the client device is configured to present inthe content feed. The content management system can then format thefirst content item from the first content format to the second contentformat and store the first content item in the second content format.The content management system can then store the content item in thecontent items data structure 350. The content selector 335 can thenretrieve the content item from the content items data structure 350 andtransmit the first content item in the second content format to one ormore applications executing on client devices.

As shown in FIG. 7B, the screenshot 700 b shows a content item 710 c.The content item 710 c is formatted to show the type of content (e.g.Analysis) of the content item (box 712), an author (e.g. David Hussy) ofthe content item (box 714), the timestamp corresponding to the contentitem (box 716) and the content publisher (DKTV) of the content item (box718).

Similarly, the content management system 205 can be configured toreceive a second content item from a second content source in a thirdcontent format. The content management system 205 can then select, fromthe plurality of content modification policies, a second contentmodification policy to modify the format of the first content item fromthe third content format to a fourth content format that the applicationexecuting on the client device is configured to present in the contentfeed. The content management system can then format the second contentitem from the third content format to the fourth content format andstore the second content item in the fourth content format at thecontent items data store 350. The content management system can thentransmit the second content item to one or more client devices in thefourth content format for display in the content feed provided byrespective applications executing on the client devices. For instance,as show in FIG. 7A, the content item 710 b is a content itemcorresponding to a TWITTER post that has been modified into anotherformat for display on the user device. The content item 710 b identifiesthe content source, the time stamp, and the type of content (e.g.Analysis).

The player lists data structure 360 can store one or more player lists362 maintained by the content management system 205. Each player listcan be associated with a user 364 that has an account with the contentmanagement system 205 and at least one fantasy sports system 220. Theplayer lists data structure 360 can be stored on a server of the contentmanagement system 205 or can be accessed by the content managementsystem 205.

Referring now to FIG. 4, FIG. 4 illustrates a list of players andcorresponding queue of content items maintained by the contentmanagement system shown in FIGS. 2 and 3 at a first time and a secondtime. At a first time (t=1), a first player list A 362 a of a particularuser is shown and it includes a first set of players 366 a-n. Theseplayers are players the user has selected in one or more fantasy lineupsthat the player has submitted for a contest provided by one or morefantasy sports systems 220 in communication with the content managementsystem 205. At a second time (t=2) that occurs after the first time, thefirst player list A has been updated by the player list manager 325 toremove certain players from the list as those players are no longer inany active fantasy lineups of the user. As shown in FIG. 4, at t=2,Player 1 and Player 2 are no longer in the updated first player list A362 b, while Player 3, Player 6 and Player 8 have been added to theupdated first player list A 362 b.

FIG. 4 also shows a queue 380 a of content items 352 at the first timeand an updated queue 380 b of content items 352 shown at the secondtime. The queue 380 a includes content items that are based on theplayers included in the first player list A 362 a. The queue includescontent items that are associated with respective player tags. Each ofthe player tags is specific to one or more players. For instance, playertag P4 corresponds to Player 4 and is associated with content item A 352a. Content item A is included in the queue 380 a because the contentitem A is tagged with a player tag that corresponds to a player inPlayer List A 362 a. TagP1/P2 354 d is associated with content item Dand was selected because either Player 1 or Player 2 is included in thePlayer List A 362 a. As shown in the queue 380 a, the content items maybe arranged in accordance to a content prioritization policy, which insome embodiments, may be based on the freshness of the content item.

The queue 380 b corresponds to the second time (t=2) and includescontent items that have been added to the queue since the first time. Inparticular, as the player list A was updated from the first time to thesecond time, content items associated with player tags identifyingplayers included in the updated player list 362 b are included in thequeue 380 b, while content items associated with player tags identifyingplayers not included in the updated player list 362 b are removed fromthe queue. As shown in queue 380 b, the content items J and K were addedas Players 6 and 8 were added to the updated player list 362 b. Contentitems corresponding to Players 1 and 2, such as content items C and Dshown in the queue 380 a are removed from the updated queue 380 b.Additional details regarding the ranking of content items in the queueare described below with respect to FIG. 6.

In this way, the content management system 205 is configured to maintaina queue of content items for a given user that is dynamically andautomatically updated based on updates to a player list of the usermaintained by the content management system 205 but updated based onupdates received from at least one fantasy sports system 220. Moreover,the queue is also based on configuration settings of the application andalthough not shown, can be modified to add or remove content items fromthe queue based on the type of content the application has requested. Asthe user navigates between different pages of the application, thecontent item queue can be updated to include content items thatcorrespond to the particular page of the application identified in therequest. In some embodiments, all content items may be included in thequeue and be assigned a priority score, which may be dynamicallyadjusted based on the status of the player list. As such, instead ofadding content items to or removing content items from the queue, theposition of the content items may be rearranged as the player list isupdated by adding new players or removing existing players.

As described herein, the queue of content items is maintained by thecontent management system 205. In some embodiments, the queue can bemaintained on the client device associated with the user. In someembodiments, the queue can be rearranged via instructions from thecontent management system 205 or can be rearranged by the applicationexecuting on the client device. In some embodiments, the contentmanagement system 205 may offload some of the content filteringfunctionality to the client devices. In this way, the content managementsystem can transmit all content items that are accepted for delivery tothe client device and the client device can maintain the content itemsin a queue. The client device can then rank each of the content items itreceives based on a prioritization score. The prioritization score canbe assigned by the application executing on the client device. In someembodiments, the prioritization score can be computed by the contentmanagement system and provided to the client device. The client devicecan rank the content items using the content filtering policiesdescribed herein. In some embodiments, the client device can prioritizecontent items that are tagged with certain player tags that correspondto the list of players that the user is interested in over content itemsthat are either not tagged or tagged with players that correspond toplayers the user is not interested in. In this way, all of the contentitems may be transmitted to the client device but may be displayed atthe client device based on the prioritization score assigned to thecontent items by the application or client device. In some embodimentswhere the client device and the content management system arecommunicating via a web socket, all the content items can be transmittedto the client device but displayed at the client device according to theprioritization score assigned to the content items by one of the contentmanagement system or the application executing on the client device. Itshould be appreciated that some of the functionality of the contentmanagement system can be offloaded to the applications executing onclient devices.

Referring now to FIG. 5, FIG. 5 illustrates a flow diagram of a methodof transmitting content to a remote device responsive to determiningthat the content item is tagged with a player tag corresponding to aplayer included in the list of players shown in FIG. 4. In briefoverview, a server of a content management system can identify anapplication executing on a client device to which to transmit content(BLOCK 505). The server can determine that the application is configuredwith a configuration setting to apply a content filtering policycorresponding to a list of players including one or more playersincluded in one or more lineups associated with the account (BLOCK 510).The server can receive a content item from a content source (BLOCK 515).The server can determine one or more player tags associated with thecontent item (BLOCK 520). The server can determine that the content itemincludes a player tag corresponding to a player included in the list ofplayers corresponding to the application (BLOCK 525). The server cantransmit the content item to the client device for insertion in acontent feed provided by the application responsive to determining thatcontent item includes the player tag corresponding to a player includedin the list of players corresponding to the application (BLOCK 530).

In further detail, at BLOCK 505, a server of a content managementsystem, such as the content management system 205 can identify anapplication executing on a client device to which to transmit content.The content management system can receive a request for content from theclient device. In some embodiments, the content management system canreceive a request for content from the client device responsive to anapplication configured to communicate with the content management systembeing launched on the client device. In some embodiments, the contentmanagement system can receive a request for content from the clientdevice responsive to a user navigating through different pages of theapplication executing on the client device. The request for content canidentify the page of the application for which the content is requested.

The request for content can include an indication corresponding to acontent filtering policy. The application from which the request forcontent was transmitted can be configured to include a flag in therequest for content. The flag can be used by the content managementsystem to apply a content filtering policy. In some embodiments, theapplication can be configured to include the flag in the request forcontent responsive to determining that a particular configurationsetting has been selected on the application. The configuration settingcan be a selectable object, which when selected, can indicate to applythe content filtering policy.

In a fantasy sports application, the configuration setting can beimplemented via an actionable object that enables content to be filteredaccording to players that the user has included in one or more activelineups. In some embodiments, the actionable object can appear on one ormore pages of the application. Upon selection of the actionable object(see 705 in FIG. 7A), a second page or window can be displayed via theapplication. The second page or window (see FIG. 7D) can include a listof players included in one or more active lineups of the user and anactionable object (742 in FIG. 7D) to select whether to apply thecontent filtering policy.

At BLOCK 510, the server of the content management system can determinethat the application is configured with a configuration setting to applya content filtering policy. In some embodiments, the server of thecontent management system can determine that the application isconfigured with a configuration setting to apply a content filteringpolicy responsive to receiving the request including the flag or otherindicator to apply the content filtering policy (e.g., content filteringpolicy 374). The content filtering policy can correspond to a list ofplayers including one or more players included in one or more lineupsassociated with the account of the user. The content filtering policycan correspond to one or more contents or one or more sports associatedwith the account of the user (e.g., contests the user has participatedin). The content filtering policy can correspond to a user profileassociated with the account of the user. The user profile can includecharacteristics of the user, such as but not limited to, home location,favorite teams, and/or favorite sports. The content management systemcan maintain a player list for each user account. In some embodiments,the player list can be generated by the content management system bylinking the content management system to one or more fantasy sportssystems where the user of the content management system is registered tocompete.

The player list can be periodically and automatically updated to reflecta current list of players included in lineups that are active at a giventime. By configuring the content management system to automaticallyupdate the player list, the system has a current player lineup based onmultiple fantasy sports systems. In contrast, if the client device orthe application executing on the client device were to maintain theplayer list, the client device would have to maintain a connection witheach of the fantasy sports systems to receive lineup updates. In someembodiments, the content management system can update the list ofplayers responsive to a user of the fantasy sports system modifying anexisting lineup or adding a new lineup.

Given that client devices have reduced processing capabilities and canoftentimes have finite energy (for instance, cell phones), requiringclient devices to maintain the player list would consume unnecessarypower and drain the battery of the client device. Moreover, it wouldrequire the client device to consume additional data, which adds to thecomputational costs of the client device. Furthermore, by having thecentralized content management system maintain player lists for each ofthe accounts, the content management system could maintain just a singleconnection with each of the fantasy sports systems to receive updates onthe fantasy lineups of multiple users, instead of each of the clientdevices of the users having to maintain separate, individual connectionswith each of the fantasy sports systems. This reduces the amount of datathat is transmitted between servers and devices, thereby requiring theservers and the devices to utilize fewer computing resources.

At BLOCK 515, the server can receive a content item from a contentsource. As the content management system 205 is an intermediary betweena plurality of content servers and a plurality of client devices, thecontent management system 205 is configured to receive content from theplurality of content sources. The content management system can receivea content item from one of the plurality of content sources. In someembodiments, the content item can be tagged by the content source fromwhich the content item was received. In some embodiments, the contentitem can be tagged by the content management system. The tags with whichthe content item is tagged can be used to classify the content item. Insome embodiments, the tags can include a content type tag identifying atype of content. In some embodiments, the tags can include a player tagidentifying a player with which the content item is associated.

The content server from which the content item was received canassociate a player tag to the content item prior to transmitting thecontent item to the content management server. In some embodiments, thecontent management system may access the content item from the contentserver and may associate the player tag with the content item. Thecontent management system may parse the content item to apply one ormore tags. In some embodiments, the content management system canassociate one or more player tags responsive to determining that thecontent item relates to one or more players. In some embodiments, thecontent management system may parse the content item to identify if aparticular player's name is included in the content item. In the case ofa video content item, the content management system may generate atranscription of an audio of the video content item and parse thetranscription to identify if a particular player's name is mentioned. Insome embodiments, the content management system may associate a playertag with a content item if the content item includes a reference to theplayer identified by the player tag more than a predetermined thresholdnumber of times.

At BLOCK 520, the server of the content management system can determineone or more player tags associated with the content item. The playertags can identify one or more players with which the content item isassociated. As described above, the content item can include one or moreplayer tags. Responsive to receiving the content item, the contentmanagement system can be configured to determine if one or more playertags are associated with the content item.

At BLOCK 525, the server of the content management system can determinethat the content item includes a player tag corresponding to a playerincluded in the list of players corresponding to the application.Responsive to determining that the content item is associated with oneor player tags, the content management system can determine, for eachplayer tag, whether the player identified by the player tag is includedin the player list of the account associated with the application towhich to transmit content. The content management system can then assignthe content item for transmission to the client device. In someembodiments, the content management system may determine that none ofthe player tags associated with another content item identifies a playerincluded in the player list of the account associated with theapplication to which to transmit content. The content management systemmay then determine that the content item is not to be included in a listof content items to deliver to the application of the client devicewhile the configuration setting of the client device is set to apply thecontent filtering policy.

At BLOCK 530, the server of the content management system can transmitthe content item to the client device for insertion in a content feedprovided by the application responsive to determining that content itemincludes the player tag corresponding to a player included in the listof players corresponding to the application. The content managementsystem can transmit the content item for insertion into a content feedof the application via a web socket connection. In some embodiments, theapplication can be configured to receive the content item and provide anotification within the interface of the application to indicate that anew content item has been received. In some embodiments, the contentitem will appear at a top of a content feed. In some embodiments, thecontent item will appear at a bottom of a content feed.

In some embodiments, the content management system can maintain a websocket connection with one or more applications executing on remoteclient devices. The content management system can be configured toestablish a web socket connection between the server and the applicationexecuting on the device. In some embodiments, the content managementsystem can establish the web socket connection responsive to receiving arequest from the client device. In some embodiments, the client devicecan transmit the request to establish the web socket connectionresponsive to the application launching on the client device. Theapplication can be configured to transmit the request responsive tobeing opened, launched or executed on the client device.

The content management system can further be configured to maintainstate information of the web socket connection once it is established.In this way, the content management system can determine whether aclient device is ready to receive notifications or content items. If thestate of the web socket connection with the client device is active, thecontent management system can transmit the content item. In contrast, ifthe state of the web socket connection with the client device is notactive, the content management system can add the content item to aqueue of content items to transmit to the client device responsive todetermining that the web socket connection between the client device andthe server is active again. Stated in another way, the contentmanagement system can store a request to transmit the content item in aqueue responsive to determining that there is no active web socketconnection between the server and the application executing on theclient device. The content management system can subsequently determinethat a web socket connection between the server and the application hasbeen established and transmit the content item to the client deviceresponsive to determining that the web socket connection between theserver and the application has been established.

In some embodiments, the content management system can be configured tomaintain the player list. The content management system can determinethat a second player has been added to the player list associated withthe account of the user. The content management system can receive asecond content item, which can be associated with a second player tagcorresponding to the second player. The content management system canthen add the second content item to a queue of content items to transmitto the application executing on the client device of the user andtransmit the second content item to the client device for presentationin the content feed of the application responsive to determining thatthere is a connection between the server and the application executingon the client device.

In some embodiments, the content management system can determine that alineup including a set of players associated with the account hasexpired. For instance, a lineup that the user submitted for a contestmay expire once all of the sporting events related to the contest end.As such, the content management system can determine that a lineupincluding a set of players associated with the account has expired. Upondetermining that a lineup including a set of players associated with theaccount has expired, the content management system can remove at leastone of the set of players from the player list associated with theaccount. In some embodiments, the content management system can remove aplayer from the player list responsive to determining that none of theuser's active lineups include the player.

The content management system can then identify that the content itemincluding the second player tag that corresponds to the at least oneplayer of the set of players that was removed from the player list andremove the second content item from the queue of content items totransmit to the application responsive to removing the at least playerfrom the list of players. In this way, the queue of content items canonly include content items that correspond to players that are includedin the player list associated with the account. In some embodiments, thecontent management system can maintain a separate queue of content itemsthat may include content items that would be transmitted to the clientdevice but for the existence of the content filtering policy set by theapplication.

In some embodiments, the content management system can receive multiplecontent items from multiple content sources. The content managementsystem can receive a first content item from a first content source in afirst content format. The content management system can then select,from a plurality of content modification policies, a first contentmodification policy to modify the format of the first content item fromthe first content format to a second content format that the applicationexecuting on the client device is configured to present in the contentfeed. The content management system can then format the first contentitem from the first content format to the second content format andstore the first content item in the second content format. The contentmanagement system can then transmit the first content item in the secondcontent format for display in the content feed provided by theapplication.

The content management system can then receive a second content itemfrom a second content source in a third content format. The contentmanagement system can then select, from the plurality of contentmodification policies, a second content modification policy to modifythe format of the first content item from the third content format to afourth content format that the application executing on the clientdevice is configured to present in the content feed. The contentmanagement system can then format the second content item from the thirdcontent format to the fourth content format and store the second contentitem in the fourth content format. The content management system canthen transmit the second content item to the client device in the fourthcontent format for display in the content feed provided by theapplication.

Referring now to FIG. 6, FIG. 6 illustrates a flow diagram of a methodof updating a ranking of content items included in the queue of contentitems shown in FIG. 4. In some embodiments, the method can include amethod for updating a ranking of content items according to a dynamiccontent filtering policy. In brief overview, a server can maintain aqueue of content items to transmit to a device associated with a user ofa fantasy sports system the queue of content items including a pluralityof content items will transmit the content item to the device associatedwith the user (BLOCK 605). The server can maintain a list of playersincluded in the one or more fantasy sports lineups created by the user(BLOCK 610). The server can monitor for updates to the one or morecontests provided by the fantasy sports system (BLOCK 615). The servercan determine that a contest of the one or more contests has beencompleted (BLOCK 620). The server can then determine, for at least oneplayer included in the list of players, that the player is not includedin any other fantasy sports lineup of the user for contests that havenot yet been completed. The server can then remove the player from thelist of players responsive to determining the player is not included inany other fantasy sports lineup of the user for contests that have notyet been completed (BLOCK 625). The server can identify at least onecontent item in the queue of content items that is tagged with a labelidentifying the player that is removed from the list of players (BLOCK630). The server can then update rankings of the content items includedin the queue of content items by changing a rank of the content item inthe queue of content items (BLOCK 635).

In further detail, a server of a content management system, such as thecontent management system 205, can maintain a queue of content items totransmit to a device associated with a user of a fantasy sports system,such as the fantasy sports system 220. The queue of content items caninclude a plurality of content items. Each of the content items can betagged with a label or tag identifying a player included in one or morefantasy sports lineups created by the user for one or more contestsprovided by the fantasy sports system. Each content item in the queue ofcontent items can also be ranked according to an order in which theserver will transmit the content item to the device associated with theuser. The order can be based on a content prioritization policy, whichmay be based on a freshness of the content item. In some embodiments,the content items can include one or more additional tags. Theseadditional tags can further be used to add or remove content items fromthe queue of content items. For instance, content items can be taggedwith tags indicating a type of content (news or scores), a subtype ofcontent (breaking news, injuries, lineup, analysis, etc.), a format ofthe content (video, text), a content source of the content item(TWITTER, ESPN.com, etc.), among others.

At BLOCK 610, the server can maintain, for the user, a list of playersincluded in the one or more fantasy sports lineups created by the user.In some embodiments, the list of players can include players that are onfantasy sports lineups of the user for contests that have not yet beencompleted.

At BLOCK 615, the server can monitor for updates to the one or morecontests provided by the fantasy sports system. The server can maintainconnections with one or more fantasy sports systems and be configured toreceive communications relating to the user. In some embodiments, thecommunications received can indicate that the user has submitted a newlineup for a contest provided by the fantasy sports system. Thecommunications can indicate that a contest for which the user submitteda lineup has now ended. The communications can indicate lineup changesthe user made at the fantasy sports system. In some embodiments, thecommunications can be received responsive to the server polling thefantasy sports system. In some embodiments, the communications can bereceived periodically as the fantasy sports system pushes the content tothe server.

At BLOCK 620, the server determines that a contest of the one or morecontests has been completed. As described above, the server may receivea communication from the server that the contest has ended. In someembodiments, the server may receive communications from one or morecontent servers, such as a scores server, that include informationindicating that certain sporting events have completed. The server maydetermine that a contest is completed responsive to determining that allsporting events included in a given contest have been completed. Theserver can determine, for at least one player included in the list ofplayers, that the player is not included in any other fantasy sportslineup of the user for contests that have not yet been completed. Bydoing so, the server can determine whether or not to remove the playerfrom the player list maintained by the server.

At BLOCK 625, the server removes the player from the list of playersresponsive to determining the player is not included in any otherfantasy sports lineup of the user for contests that have not yet beencompleted. At BLOCK 630, the server identifies at least one content itemin the queue of content items that is tagged with a label or tagidentifying the player that is removed from the list of players. AtBLOCK 635, the server updates rankings of the content items included inthe queue of content items by changing a rank of the content item in thequeue of content items. In some embodiments, the content item that istagged with a label or tag identifying the player that is removed fromthe list of players can be removed from the queue. In some otherembodiments, the priority level of the content item that is tagged witha label or tag identifying the player that is removed from the list ofplayers is modified such that the rank of the content item is decreased.In this way, more relevant content that is related to players currentlyincluded in the player list maintained by the server for the user issent to the client device of the server.

C. Systems and Methods for Dynamically Generating Event Cards fromMessage Streams

As described above with respect to Section B, content management systemscan provide content relating to sporting or gaming events to users. Thecontent can include news relating to the sporting or gaming events orplayers competing in the sporting or gaming events as well as in-gameupdates relating to the sporting events.

The present disclosure relates, in part, to dynamically generating eventcards from message streams. The message streams can correspond toupdates relating to one or more sporting games and the event cards canbe content items that have been enhanced to include information relevantto fantasy sports.

According to one aspect, a system for dynamically generating event cardsfrom message streams includes an event generation system including oneor more processors configured to receive a message of a sequence ofmessages from a content source. Each message of the sequence of messagesis received at least a predetermined amount of time after a precedingmessage. The message identifies information relating to a game conditionof a game. The one or more processors are further configured todetermine, from the message, the game condition of the game, compare thegame condition of the game with a previous game condition of the gamedetermined based on a message preceding the message and determine one ormore events that occurred in the game based on the content of themessage and the comparison. The one or more processors are furtherconfigured to determine, for each event of the one or more events, anevent type and individual player contributions of one or more players.The one or more processors are further configured to assign, for eachevent of the one or more events, to each player that contributed in theevent, a points allocation corresponding to the player's contribution inthe event based on the points assignment policy and the event type. Theone or more processors are further configured to generate, for theevents for which points allocation were assigned to at least one player,respective event cards including i) a game identifier identifying thegame, ii) a game condition, iii) the event type of the event, iv) one ormore players identifiers identifying the players that were assigned apoints allocation, and v) a number of points in the points allocationthat was assigned to each of the players that were assigned a pointsallocation and transmit at least one of the generated event cards to oneor more remote devices for display in a content feed including aplurality of event cards corresponding to the game.

FIG. 8 is a block diagram depicting an embodiment of an event generationsystem that is a part of the content management system shown in FIG. 2.The event generation system 805 can be a part of the content managementsystem 205 or may otherwise be communicatively coupled to the contentmanagement system 205. The event generation system 805 can include amessage stream manager 810, an in-game event generator, a pointsassigner 825, an event card generator 830 and a leaderboard manager 835,and an event algorithm 840. The event generation system 805 can alsoinclude an events data structure 840 configured to store in-game eventsand a players data structure 845 configured to store information relatedto one or more players associated with the in-game events stored in theevents data structure 840.

The events data structure 840 configured to store in-game events and aplayers data structure 845 configured to store information related toone or more players associated with the in-game events stored in theevents data structure 840. The events data structure 840 can be storedon a server of the event generation system 805 or can be accessed by theevent generation system 805.

The message stream manager 810 can comprise components, subsystems,modules, scripts or one or more sets of computer-executable instructionsand can be configured to manage messages received from one or morecontent sources, such as the content servers 215 a-n shown in FIG. 2.The messages can include content related to one or more games that areabout to begin, that are currently in progress, that have recentlyended, or games that have otherwise been completed. The messages can bereceived periodically from the content sources. For example, themessages can be received at regularly occurring intervals, such as butnot limited to every 1 second, 2 seconds, 3 seconds, 4 seconds, 5seconds, 6 seconds, 7 seconds, 8 seconds, 9 seconds, 10 seconds, 15seconds, 20 seconds, 25 seconds, 30 seconds, 45 seconds, 1 minute, tenminutes, thirty minutes, among others. In some embodiments, the messagescan be received responsive to one or more events in one or more games.For example, the messages can be received responsive to a gamefinishing, halftime or end or a period during a game, and/or a change inscore during a game. In some embodiments, the messages can be receivedresponsive to a push by a third-party content server configured toprovide periodic updates to a status of the game. The messages can bepart of a message stream that includes a sequence of messages that areprovided over the course of a game. The messages can include informationthat the event generation system can use to identify one or more in-gameevents that occurred in the game. An in-game event can be any event thatcan be derived from the information provided in the messages from by thecontent source. For instance, in a football game, the in-game events caninclude each and every play that takes place in the football game. Inaddition to each play, other in-game events can include injuries toplayers, penalties and fouls awarded in the game, among others.

The message stream manager 810 can be configured to establish ports,communication channels or other connections with one or more contentsources to receive messages for each of a plurality of games. Themessage stream manager 810 can receive, for each game, a separatemessage stream including a plurality of messages. Each of the pluralityof messages can be transmitted on a periodic basis. The messages can bespaced apart by predefined intervals. The messages can include messageidentifiers that can be used to identify an order of the messages aswell as the game to which the message corresponds.

The event algorithm 850 can include a process or set of rules to beexecuted by one or more processors of the event generations system 805.For example, the event algorithm 850 can include a process or set ofrules to be executed by one or more processors of the event generationssystem 805 to transform time based data received from one or moremessages of a sequence of messages to event based data. The eventalgorithm 850 can include one or more event databases 855. For example,the event algorithm can include a single event database 855 or at leastone event database 855 for each sport or competition (e.g., footballevent database 855, basketball event database 855). The event database855 can include a set of data stored for the event generation system.For example, the event database 855 can store data received or extractedfrom one or more messages of a sequence of messages to event based data.The event database 855 can store data corresponding to a game, gameconditions and/or a game status. The event database 855 can store datacorresponding to one or more events that may occur during a game orcompetition. The event database 855 can include one or more eventthresholds 860. For example, the event generation system 805 cangenerate event thresholds 860 for each event type or event stored in theevent database 855. The event thresholds 860 can indicate when aparticular event has occurred. For example, the event or event type caninclude one or more data points 865. The data points 865 can correspondto point values for the respective event or event type. For example,when a message is received that includes changes to one or more datapoints 865 for a particular player and/or a particular play, it mayindicate that at least one event has occurred. The data points 865 cancorrespond to individual statistics of a player and/or team in a game.For example, a pass completion data point 865, receiving yards datapoint 865, pass reception data point 865, and/or change of score datapoint 865 can correspond to a touchdown event during a football game.Thus, an event threshold 860 for a touchdown may include one or more ofthese data points 865. An event threshold 860 can include a single datapoint 865 or multiple data points 865.

Referring also briefly to FIG. 9 and FIG. 10, FIG. 9 illustrates aplurality of in-game events that occur during a game and FIG. 10illustrates a sequence of messages including information pertaining tothe in-game events shown in FIG. 9. The events 902 a-n are events thatoccur during a game. These events can be parsed out from messages 910a-910 n that are received from one or more content sources, such ascontent servers 215. The messages can be received by the message streammanager 810 at various times throughout a game and may be transmittedaccording to a transmissions schedule defined by the content source. Insome embodiments, the messages can be received responsive to the messagestream manager 810 requesting messages from the content source.

The in-game event generator 820 can comprise components, subsystems,modules, scripts or one or more sets of computer-executable instructionsand can be configured to identify one or more in-game events from themessages. The messages can include information that identifies a gamecondition of the game. For example, the game condition of the game canrefer to or correspond to a current game condition or a most recent gamecondition. The game condition can reflect a play that just happened inthe particular game and thus, include the most recent or up to dateinformation corresponding to the game. The game condition of the gamecan include information that can be used to determine the status of thegame or current status of the game. For instance, in football, the gamecondition of a football game can identify a game clock (e.g., currentgame clock), a ball position (e.g., current ball position), which downit is, a score of the game (e.g., current score of the game), as well asstatistics of one or more players, among others. In some embodiments,the statistics may be updated statistics of each player. In someembodiments, the message may include statistics only related to playersinvolved in one or more events that occurred in the game since theprevious message was transmitted by the content source. In someembodiments, the message may include statistical information related toonly players whose statistics were updated since the previous message.

Each message can include information pertaining to one or more events902 and information pertaining to one or more updates to the one or moreevents 902. In some embodiments, the updates included in the message canbe updates to events that were included in a previous message. As shownin FIG. 10, a message 1 902 a can include information pertaining to afirst event 902 a. A message 2 910 b received at time=2 includesinformation pertaining to event 2 902 b and event 3 902 c. Message 3 910c can include information pertaining to event 4 902 d and can include anupdate 906 a pertaining to the event 1 902 a. Message 4 910 d caninclude an update 906 b pertaining to the event 2 902 b. An example ofan update can include a change in a statistic of a player, a reversal ofa previous event (such as a touchdown), or a player correction in casethe event, upon replay for example, is attributed to another player. Insome embodiments, the content source may not be able to provide all ofthe information relating to an event at the time the message is beingtransmitted so any information that was not able to be included in themessage may be included in a subsequent message. The update may beflagged such that the in-game event generator 820 can determine whichevent the update is associated with.

To manage the statistical information included in the messages, thein-game event generator 820 may maintain, for each player, one or morestatistics that are included in the messages from the content source.The players data structure can include the list of players in the game.The players data structure can maintain, for each player, statistics ofthe player. As messages are received, the in-game event generator 820can parse the messages to determine if the messages include anyinformation that can be used to determine if any of the players'statistics have been updated. If the message includes informationrelating to a player, the in-game event generator can use theinformation to update the statistics of the player.

It should be appreciated that the in-game event generator can maintaindifferent statistics for different positions. Using football as anexample, statistics for quarterbacks can include passes attempted,passes completed, passes intercepted, and touchdowns. Statistics forrunning backs can include total carries, fumbles, total yards run, amongothers. The in-game event generator can update the statistics of eachplayer based on the player's position.

The in-game event generator 820 can extract, from the message, a gamecondition of the game. The in-game event generator 820 can maintain aset of parameters corresponding to the game condition, such asparameters for each of a game clock, a ball position, which down it is,a score of the game. The in-game event generator 820 can also maintain aset of parameters corresponding to a previous game condition. The valuesof the parameters for the previous game condition can be updated as newmessages are received. In some embodiments, when a game begins, thevalues of the parameters of the game condition and the previous gamecondition can be initialized. As a subsequent message is received andthe in-game event generator determines values for the parameters of thegame condition, the in-game event generator can update the values of theparameters of the previous game condition to match the values set forthe game condition. The in-game event generator 820 can then update thevalues of the parameters of the game condition to new values based onthe information included in the most recently received message. In thisway, as a subsequent message is received, the game condition of the gamedetermined from the message is set to a previous game condition and thegame condition determined from the subsequent game condition is set tothe game condition of the game.

Each time a message related to the game is received, the in-game eventgenerator 820 can compare the values of the parameters of the gamecondition of the game to corresponding values of parameters of theprevious game condition. By comparing the values of the game conditionto those of the previous game condition, the in-game event generator 820can determine one or more events that may have occurred. In someembodiments, the in-game event generator 820 may also utilize thestatistical information maintained by the in-game event generator 820 inthe players data structure 845 to determine the one or more events thatoccurred since the last message was received

The in-game event generator 820 can further be configured to determine,for each event of the one or more events determined to have occurredsince the last message, an event type and individual playercontributions of one or more players. The in-game event generator candetermine the event type by analyzing the game conditions to previousgame conditions as well as changes in the statistics of each of theplayers since the last message was received.

For instance, the in-game event generator can determine that one teamscored a field goal if the game score has changed by three points.Similarly, the in-game event generator can also determine this bydetermining a change in the statistics of the kicker that scored thefield goal. Additional details about the field goal, such as thedistance of the kick can be computed by determining the ball positionprior to change in the score. This could also be determined by comparingthe total yards a kicker has kicked prior to and after the kick.

In some embodiments in which multiple events have occurred since theprevious message was received, the in-game event generator may comparethe statistics of various players and the difference in the gamecondition (score, ball position, game clock) to determine each eventincluded in the message.

The in-game event generator can also determine, for each of the one ormore events determined to have occurred since the last message, thecontributions of one or more players. In some embodiments, the in-gameevent generator 820 can determine which players contributed to the eventbased on a change in the statistics of those players since the lastmessage. In some embodiments, the in-game event generator 820 canmaintain a game statistics data structure, which may be the same as theplayers data structure 845, which is updated after each receivedmessage. The game statistics data structure can maintain a list of thestatistics of each player. In some embodiments, the game statistics datastructure can be initialized for the game and include a list of theplayers that are eligible to play in the game. The in-game eventgenerator 820 may receive the lineups of both teams in a game from thesame content source that provides the messages including the in-gameevents or from a separate content source. Upon initializing the gamestatistics data structure, the in-game event generator can update thestatistics of each player based on information included in each of themessages. In some embodiments, the in-game event generator can updatethe statistics of each player based on information received from anothercontent source that publishes game statistics.

The points assigner 825 can comprise components, subsystems, modules,scripts or one or more sets of computer-executable instructions and canbe configured to assign, for each event of the one or more events, toeach player that contributed in the event, a points allocationcorresponding to the player's contribution in the event. The pointsassigner 825 can determine the points allocation for each of the playersthat contributed in the event based on a points assignment policy andthe event type. The points assignment policy can include one or morerules for assigning fantasy points to players. In some embodiments, thepoints assignment policy is established by the fantasy sports system. Insome embodiments, a user of the application can select which fantasysports system's point assignment policy to apply.

The points assigner 825 can be configured to determine whether aplayer's contribution in the event is greater than a threshold value.The threshold value can be a predefined value based on the event type.For example, the threshold value can correspond to a point value scoredby or associated with the respective player. The threshold value can beestablished based in part on an event type. The threshold values fordifferent event types can be different. The threshold values for one ormore different event types can be the same. The threshold values can beestablished by the event generation system or a user of the eventgeneration system. Moreover, the amount of points to be assigned to eachplayer can be determined using the points assignment policy.

Referring now also briefly to FIG. 13A, a screenshot 1300 a of a userinterface displayed within an application in communication with thecontent management system 205 and the event generation system 805 isshown. The screenshot 1300 a displays a first event card 1305 a and asecond event card 1305 b. As can be seen, in event card 1305 a relatingto baseball, the event type is a stolen base and the player Brian Jamesthat stole the base was assigned 5 points in accordance with the pointsassignment policy by the points assigner 825. Similarly, in the eventcard 1305 b, the event type is a home run and the player that hit thehome run was assigned 14 points, while the pitcher that pitched the ballwas assigned −0.6 points.

After the points assigner 825 assigns points to the appropriate players,the points assigner 825 can update the players data structure 215, whichmaintains a points tally of each of the players by adding the pointsassigned to each of the appropriate players. In the case of the pitcherthat was assigned −0.6 points, his points tally decreased by 0.6 tobecome 5.65 as shown in FIG. 13A.

The event card generator 830 can comprise components, subsystems,modules, scripts or one or more sets of computer-executable instructionsand can be configured to generate, for the events for which pointsallocation were assigned to at least one player, respective event cards,such as event cards 1305 a and 1305 b shown in FIG. 13A. Referring nowalso to FIG. 11, FIG. 11 illustrates an event card 1105 generated by theevent generation system relating to an in-game event. In someembodiments, the event card 1105 can include an event type 1110, a gameidentifier or descriptor 1112, a game condition 1114, and for eachplayer 1120 a-n that contributed in the event (meaning they wereassigned points for the event), a number of points awarded 1122 a-n anda points tally 1124 a-n. The event type 1110 can be any event for whichfantasy points can be awarded to one or more players. The gameidentifier 1112 can identify the teams that are playing the game (KansasCity versus Minnesota in the event card 1305 a shown in FIG. 13A). Thegame condition 1114 can include a current score of the game, anindication of how much of a game is remaining (game clock, inningsplayed, hole number (in golf), etc.).

Once the event card generator generates the event card, the eventgeneration system 805 can be configured to determine which devices towhich to transmit the card. In some embodiments, the event generationsystem 805 can be configured to transmit event cards to a remote deviceof a user responsive to either receiving a request from an applicationexecuting on the remote device of the user or determining that there isan active connection (for example, a web socket connection) establishedbetween the event generation system 805 and the remote device.

In some embodiments, the application to which to transmit the event cardmay have a configuration setting enabled on the application, which iscommunicated to the event generation system 805. The configurationsetting can be set to indicate that a content filtering policy 374should be applied. The content filtering policy 374 can be based on alist of players included in the player list of the user. The playerlist, such as the player list 362 shown in FIGS. 3 and 4, of the usercan be dynamically updated as the user creates, removes or modifies oneor more lineups at one or more fantasy sports systems 220. Moreover, ascontests hosted by the fantasy sports systems 220 are completed, playersincluded in lineups submitted for those contests can be removed from theplayer list of the user (assuming no other active lineup of the userincludes the player being removed).

In some embodiments, the event generation system 805 can select one ormore devices to which to transmit the content based on the playersincluded in the event card. The event generation system 805 can beconfigured to determine a list of devices having an active connectionwith the event generation system 805 and determine, from this list ofdevices, a set of devices associated with player lists that include atleast one player to which points are assigned for the event. Responsiveto determining that one of the players to which the event card isassigning points to is included in the player list associated with thedevice, the event generation system 805 can determine to transmit theevent card to the remote device.

In embodiments in which a remote device has not set a configurationsetting for filtering content based on the player list of the device,the event generation system 805 can transmit the event card to theremote device responsive to determining that an active connection withthe device is present.

The event card can be received by the remote device and the application,such as the application 212 executing on the remote device, such as thedevice 210 a-n, can be configured to display the event card in a contentfeed of the application. In some embodiments, the content feed can beconfigured to display all event cards relating to a particular sport. Insome embodiments, the content feed can be configured to display eventcards relating to a particular game. In some embodiments, the contentfeed can be configured to display event cards relating to playersincluded in the player list of the user.

By displaying the event cards in the content feed of applications atremote devices of users, users are able to get real-time or nearreal-time, in-game updates on an event-by-event basis. Moreover, theseevents are specifically generated based on the assignment of points toone or more players. In this way, the event generation system 805 can beconfigured to only transmit content responsive to an event that includesa point assignment.

The event generation system 805 can reduce the amount of computingresources a user's computing device or remote device utilizes to displaydata. For example, receiving and displaying content at the user'scomputing device utilizes computing resources, such as processing powerof the computing device, battery of the computing device as well asoccupies real estate on the display screen of the computing device thatcould otherwise be consumed by content that is more relevant to theuser. As such, there is a desire to reduce the amount of content, or atleast contextually irrelevant content, that is delivered to the user'scomputing device. For example, a user would typically need to utilizemultiple sites, multiple resources, multiple content servers orotherwise be connected with several content servers to receive data formultiple different games or events. Each site, resource or contentserver utilizing multiple resources and power on the user's computingdevice to receive data. Further, the user would typically need torepeatedly poll or refresh each of the sites, resources or contentservers to update the content received, further increasing the resourceand power demands on the user's computing device.

The event generation system 805, as described herein, can reduce therate at which a user's computing device consumes battery power and/orresources by providing the event cards in a single content feed andproviding real-time or near real-time, in-game updates on anevent-by-event basis. Thus, the user's computing device does not need tobe connected to multiple sites, multiple resources, and/or multiplecontent servers. Further, the user's computing device does not need torepeatedly poll or refresh each of the sites, resources or contentservers to update the content received, thus reducing the amount ofbattery power consumed and resources utilized.

Moreover, in other systems, the user's computing device would need toaccess multiple sites, multiple resources, and/or multiple contentservers to retrieve data corresponding to individual games or events.Thus, the user is typically provided contextually irrelevant data inaddition to the individual game or event the user is actually lookingfor and interested in. It should be appreciated that each contextuallyirrelevant content item that is transmitted to the user's computingdevice has an associated computing resource cost, that althoughindividually may seem trivial, results in wasting a large amount ofcomputing resources of the user's computing device. The event generationsystem 805 can provide event cards to a user's content feed that iscontextually relevant. For example, the event cards can be generatedbased in part on sports, teams and/or individual players the particularuser has an interest in. Therefore, the event generation system 805 canreduce the number of contextually irrelevant content items that aretransmitted to client devices and can reduce the amount of computingresources that are wasted or expended to transmit such content items. Inaddition, the user's viewing experience is disrupted and suboptimal ifthe user is constantly or even periodically switching between sites orapplications to access data related to the same game or multiple games.

In some embodiments, the event generation system 805 can be configuredto transmit event cards for which no points were assigned to playersalong with content in which points are assigned. In such embodiments,the event cards for which no points were assigned do not include anypoint allocations to players.

The leaderboard manager 835 can comprise components, subsystems,modules, scripts or one or more sets of computer-executable instructionsand can be configured to maintain a leaderboard of players. Theleaderboard can be based on a number of points assigned to each player.The leaderboard is not limited to a single game but may be applicable toall games happening on the same day, week, or other time period. In thisway, the leaderboard can be used to identify which players are the bestperforming players in the fantasy sports system for a particular day,week, or other time period. In some embodiments, the leaderboard can bebased on positions or roles of the players.

Referring briefly to FIG. 13B, a screenshot of a leaderboard is shown.The leaderboard 1320 includes a list of the top performing batters 1322.As shown in FIG. 13B, the top batter is Tyller Collis based on the 14points assigned to him. In some embodiments, the top batter can bedetermined based on the projected number of points the batter will earnat the completion of the game. The projection (shown as 1324) can bebased on a number of innings played and a number of innings remaining.As shown in the leaderboard 1320, an indication of the inning of thegame in which the player is competing is also shown. Furthermore, if aparticular player in the leaderboard is “at-bat”, an indication 1326 isprovided such that a user can view the user's performance in real-timeas shown in the screenshot 1300 c shown in FIG. 13C.

The points assigner 825 can further be configured to adjust points basedon other rules of the points assignment policy. In some embodiments,additional points can be assigned to players based on their aggregatedstatistics independent of the points assigned on a per event basis. Forinstance, if a running back rushes for over a 100 yards, the pointsassigner 825 can be configured to assign additional points for rushingover 100 yards. In some embodiments, the points assigner 825 candetermine that a player qualifies for additional points due to theiraggregated statistics during a particular event. For instance, if arunning back rushes for 6 yards and now his total yards run is 102yards, the points assigner 825 can assign points not only for the 6 yardrun but also for reaching the 100-yard mark. In some embodiments, thepoints assigner can also remove points in the event that the aggregatestatistics of the player no longer qualify them for points based on theaggregated statistics. For instance, if the running back then rushes for5 negative yards putting his total yards rushed at 97, the pointsassigner can assign a negative point value that is based on the sum ofthe loss of 5 yards and the bonus points awarded for rushing over 100yards.

Referring now to FIG. 12 is flow diagram of a method of dynamicallygenerating event cards from message streams. In brief overview, one ormore servers of an event generation system can receive a message of asequence of messages from a content source (BLOCK 1205). The eventgeneration system can determine, from the message, the game condition ofthe game (BLOCK 1210), compare the game condition of the game with aprevious game condition of the game determined based on a messagepreceding the message (BLOCK 1215) and determine one or more events thatoccurred in the game based on the content of the message and thecomparison (BLOCK 1220). The event generation system can determine, foreach event of the one or more events, an event type and individualplayer contributions of one or more players (BLOCK 1225). The eventgeneration system can assign, for each event of the one or more events,to each player that contributed in the event, a points allocationcorresponding to the player's contribution in the event based on thepoints assignment policy and the event type (BLOCK 1230). The eventgeneration system can generate, for the events for which pointsallocation were assigned to at least one player, respective event cardsincluding i) a game identifier identifying the game, ii) a gamecondition, iii) the event type of the event, iv) one or more playersidentifiers identifying the players that were assigned a pointsallocation, and v) a number of points in the points allocation that wasassigned to each of the players that were assigned a points allocation(BLOCK 1235). The event generation system can transmit at least one ofthe generated event cards to one or more remote devices for display in acontent feed including a plurality of event cards corresponding to thegame (BLOCK 1240).

In further detail, at BLOCK 1205, the event generation system canreceive a message of a sequence of messages from a content source. Eachmessage of the sequence of messages can be received at least apredetermined amount of time after a preceding message. Thepredetermined amount of time can correspond to a regularly occurringinterval, such as but not limited to every 1 second, 2 seconds, 3seconds, 4 seconds, 5 seconds, 6 seconds, 7 seconds, 8 seconds, 9seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 45seconds, 1 minute, every ten minutes, every thirty minutes. Thepredetermined amount of time can be determined by the event generationsystem based in part on an event type. For example, the predeterminedamount of time can correspond to one or more events in one or moregames. The predetermined amount of time can correspond to, but notlimited to, an amount of time between different plays in a footballgame, an amount of time between pitches or at bats in a baseball game,an amount of time between possessions in a basketball game. In someembodiments, the predetermined amount of time can correspond to gamefinishing, halftime or end of a period during a game, and/or a change inscore during a game. The predetermined amount of time can be determinedand established by the event generation system or a user of the eventgeneration system. The predetermined amount of time can be set by thecontent source from which the messages are received. The messageidentifies information relating to a game condition of a game. The eventgeneration system can receive multiple messages corresponding tomultiple games or a single message that includes information relating tomultiple games.

At BLOCK 1210, the event generation system can determine, from themessage, the game condition of the game. The game condition of the gamecan include a current score of the game, an indication of how much of agame is remaining (game clock, a current play clock status, inningsplayed (or inning status), hole number (in golf), among others. As usedherein sometimes, current game condition or information can indicate agame condition or information at the time the data stream wastransmitted. As used herein sometimes, current game condition orinformation can indicate a game condition or information at the time thedata stream was received. The event generation system can extract gamecondition information (e.g., current game information) from one or moremessages of the sequence of messages to determine the game condition ofthe game or to update the game condition of the game. The eventgeneration system can maintain a set of parameters corresponding to thegame condition. The parameters can be established based at least in parton the event type and correspond to events within the game. For example,the parameters for the game condition of a football game can include acurrent game clock time or most recent game clock time, a current ballposition or most recent ball position, which down it is, and/or acurrent score of the game or most recent score of the game. The eventgeneration system can also maintain a set of parameters corresponding toa previous game condition. The values of the parameters for the previousgame condition can be updated as new messages are received.

At BLOCK 1215, the event generation system can compare the gamecondition of the game with a previous game condition of the gamedetermined based on a message preceding the message. As subsequentmessages are received, the event generation system can update parametervalues corresponding to the game condition to values corresponding tothe most recently received message. Similarly, the event generationsystem can update parameter values corresponding to a previous gamecondition to values from the second most recently received message. Inthis way, both the game condition parameter values and the previous gamecondition parameter values are updated as new messages are received. Forexample, when a game begins, the values of the parameters of the gamecondition and the previous game condition can be initialized. As asubsequent message is received, the event generation system candetermine or update values for the parameters of the game condition. Theevent generation system can update the values of the parameters of theprevious game condition to match the values set for the game condition.The event generation system can then update the values of the parametersof the game condition to new values based on the information included inthe most recently received message. Thus, as a subsequent message isreceived, the game condition of the game determined from the message isset to a previous game condition and the game condition determined fromthe subsequent game condition is set to the game condition of the game.

At BLOCK 1220, the event generation system can determine one or moreevents that occurred in the game based on the content of the message andthe comparison. The event generation system can determine the eventsbased on information included in the message or information related tostatistics of the game and/or players. The statistics related to thegame and/or players may be received from one or more different contentsources. For example, each time a message related to the game isreceived, the event generation system can compare the values of theparameters of the game condition of the game to corresponding values ofparameters of the previous game condition. By comparing the values ofthe game condition to those of the previous game condition, the eventgeneration system can determine one or more events that may haveoccurred. The events can be unique to a particular game type. Forexample, the events for a baseball game may include, but not limited to,a run scored, a home run, an end of an inning, or a strikeout. In someembodiments, the event generation system may also utilize thestatistical information maintained by the event generation system in theplayers data structure to determine the one or more events that occurredsince the last message was received.

At BLOCK 1225, the event generation system can determine, for each eventof the one or more events, an event type and individual playercontributions of one or more players. For example, each event type caninclude one or more different events from another, different event type.The event generation system can extract the one or more events in themessage to determine an event type corresponding to the message. Theevent generation system can generate and store sample events for eachevent type. Thus, responsive to receiving the message, the eventgeneration system compare the one or more events in the message to thesample events for each event type to determine the event type. The eventgeneration system determines the event type to determine whether anypoints are to be assigned based on the event type. Each event type canhave a different points assignment policy or one or more event types mayhave similar points assignment policies. In some embodiments, the eventgeneration system can compare the event type to a points assignmentpolicy to determine if points are to be assigned for the event type. Theevent generation system can also determine individual playercontributions for one or more players. The individual playercontributions can be determined using the statistics of the players andcomparing them to statistics of the players prior to the event. In someembodiments, the event generation system can compare the statistics ofthe players to previous statistics to determine the players'contributions for the particular event.

At BLOCK 1230, the event generation system can assign, for each event ofthe one or more events, to each player that contributed in the event, apoints allocation corresponding to the player's contribution in theevent based on the points assignment policy and the event type. Inaddition, the event generation system can assign points based on theaggregated statistics of the player. In this way, if a player achieves astatistical threshold by virtue of his performance in the particularevent, the event generation system can assign points for both theplayer's contribution in the event as well as the player's aggregatedstatistic. The points allocation can correspond to one or more eventsthat respective player was involved in during a game. For example, thepoints allocation can be responsive to the player performing one or moreevents (e.g., score a touchdown, hit a home run, hit a free throw, etc.)during a game. The points allocation can include positive points ornegative points. At BLOCK 1235, the event generation system cangenerate, for the events for which points allocation were assigned to atleast one player, respective event cards including i) a game identifieridentifying the game, ii) a game condition, iii) the event type of theevent, iv) one or more players identifiers identifying the players thatwere assigned a points allocation, and v) a number of points in thepoints allocation that was assigned to each of the players that wereassigned a points allocation. The event generation system can store eachevent in the events data structure 840. The event generation system canassign an event identifier to each event. The event generation systemcan update a previously generated event that is stored in the eventsdatabase responsive to receiving an update to the event in a subsequentmessage. In some embodiments, the event generation system can transmitan updated event card or instructions to modify a previously transmittedevent card to one or more remote devices to which the event card wastransmitted.

The event generation system can transform the time based data from thecontent servers to event based data to generate the event cards. Forexample, each of the messages from the sequence of messages can includegame condition data that is time based data. The game condition, asdescribed above, can include but not limited to, a current score of thegame at a particular time in the game, an indication of how much of agame is remaining (game clock, a current play clock status, inningsplayed (or inning status), hole number (in golf), among others. Thus,the data extracted from the messages can be time based or associatedwith at least one point in time in a particular game. The eventgeneration system can include an event algorithm to transform the timebased data into event data to determine if one or more events occurredand to generate the event cards.

The event algorithm of the event generation system can include adatabase that stores event thresholds for each event. The eventthresholds can indicate that a particular event has occurred. Each eventcan have an event threshold that includes one or more data points. Thus,when a message is received that includes changes to one or more datapoints for a particular player and/or a particular play, it may indicatethat at least one event has occurred. For example, an event thresholdfor a completed reception can include an increase in a receiving yardsdata point for a receiver and an increase in a pass receptions datapoint for the same reception. An event threshold for a completed threepoint basketball shot can include an increase in a point total datapoint for a player and an increase in a completed three point attemptsdata point for the same point. In some embodiments, the event thresholdscan include a single data point (e.g., made field goal). In otherembodiments, the event thresholds can include multiple data points(e.g., two or more). The event thresholds can vary for each sport, game,event, position of a player, and/or player. The event thresholds can beestablished by the event generation system or by a content sourceproviding the data.

To transform the time based data to event based data, the eventgeneration system can apply the data extracted from one or more messagesto the event algorithm. The event algorithm can process the data fromthe one or more messages to transform the time based data to event baseddata. For example, the event algorithm can identify if any data pointshave modified in value responsive to receiving the time based data fromthe one or more messages. The event algorithm can extract each datapoint that has had a change in value (e.g., increase, decrease). Theevent algorithm can compare the data points to the event thresholds toidentify which data points correspond to which event thresholds. In someembodiments, a data point can correspond to a single event threshold ormultiple event thresholds. The event algorithm can group the data pointsbased in part on a sport, a game, a position of a player, and/or aparticular player. The event algorithm can group the data points basedin part on the one or more event thresholds the respective data pointcorresponds to. The data points can be included in multiple eventthreshold groups. For example, in a football game, a passing yards datapoint may also correspond to a receiving yards data point.

The event algorithm can determine which event thresholds have been metto identify which events have occurred. For example, if an eventthreshold requires three data points and responsive to a first message,three data points have been grouped into the respective event threshold,the event algorithm can determine that the particular event hasoccurred. If an event threshold requires two data points and responsiveto a first message, two data points have been grouped into therespective event threshold, the event algorithm can determine that theparticular event has occurred. If an event threshold requires three datapoints and responsive to a first message, two data points have beengrouped into the respective event threshold, the event algorithm candetermine that the particular event has not occurred. The eventalgorithm can identify those events that have occurred responsive toeach message of the sequence of messages that is received by the eventgeneration system. For example, the event generation system can executethe event algorithm responsive to receiving one or more messages fromthe sequence of messages to transform the time based data into eventbased data. The event algorithm can provide the identified events havingevent data (e.g., a touchdown has occurred a completed pass hasoccurred) to the event generation system. The event generation systemcan use the event data corresponding to one or more events to generatethe event cards.

In some embodiments, the event generation system, execute the eventalgorithm using time based data from the message of a sequence ofmessages from a content source. The event generation system candetermine, using the event algorithm, one or more data points thatchanged value responsive to the time based data, the one or more datapoints corresponding to at least one event of the one or more events.The event generation system can convert, using the event algorithm, thetime based data to event based data corresponding to the at least oneevent of the one or more events.

At BLOCK 1240, the event generation system can transmit at least one ofthe generated event cards to one or more remote devices for display in acontent feed including a plurality of event cards corresponding to thegame. Once the event card generator generates the event card, the eventgeneration system can be configured to determine which devices to whichto transmit the card. In some embodiments, the event generation systemcan be configured to transmit event cards to a remote device of a userresponsive to either receiving a request from an application executingon the remote device of the user or determining that there is an activeconnection (for example, a web socket connection) established betweenthe event generation system 805 and the remote device.

In some embodiments, the application to which to transmit the event cardmay have a configuration setting enabled on the application, which iscommunicated to the event generation system 805. The configurationsetting can be set to indicate that a content filtering policy 374should be applied. The content filtering policy 374 can be based on alist of players included in the player list of the user. The playerlist, such as the player list 362 shown in FIGS. 3 and 4, of the usercan be dynamically updated as the user creates, removes or modifies oneor more lineups at one or more fantasy sports systems 220. Moreover, ascontests hosted by the fantasy sports systems 220 are completed, playersincluded in lineups submitted for those contests can be removed from theplayer list of the user (assuming no other active lineup of the userincludes the player being removed).

In some embodiments, the event generation system 805 can select one ormore devices to which to transmit the content based on the playersincluded in the event card. The event generation system 805 can beconfigured to determine a list of devices having an active connectionwith the event generation system 805 and determine, from this list ofdevices, a set of devices associated with player lists that include atleast one player to which points are assigned for the event. Responsiveto determining that one of the players to which the event card isassigning points to is included in the player list associated with thedevice, the event generation system 805 can determine to transmit theevent card to the remote device.

In embodiments in which a remote device has not set a configurationsetting for filtering content based on the player list of the device,the event generation system can transmit the event card to the remotedevice responsive to determining that an active connection with thedevice is present.

The event card can be received by the remote device and the application,such as the application 212 executing on the remote device, such as thedevice 210 a-n, can be configured to display the event card in a contentfeed of the application. In some embodiments, the content feed can beconfigured to display all event cards relating to a particular sport. Insome embodiments, the content feed can be configured to display eventcards relating to a particular game. In some embodiments, the contentfeed can be configured to display event cards relating to playersincluded in the player list of the user.

By displaying the event cards in the content feed of applications atremote devices of users, users are able to get real-time or nearreal-time, in-game updates on an event-by-event basis. Moreover, theseevents are specifically generated based on the assignment of points toone or more players. In this way, the event generation system 805 can beconfigured to only transmit content responsive to an event that includesa point assignment.

In some embodiments, the event generation system can identify a playerlist associated with a user of the event generation system. For example,the event generation system can maintain one more player lists (e.g.,fantasy sports lineup) for each user. The player list can include a listof players the user has selected in one or more fantasy sports lineupssubmitted to a fantasy sports system. The event generation system candetermine that a first event card of the generated event cardsidentifies a player included in the player list of the user. In someembodiments, the event generation system can determine that multipleevent cards of the generated event cards identifies a player included inthe player list of the user, identifies multiple players included in theplayer list of the user, and/or identifies multiple players included inmultiple different player lists of the user. The event generation systemcan transmit the first event card to a remote device of the userresponsive to determining that the player identified in the first eventcard is included in the player list of the user. The event generationsystem can transmit multiple event cards to one or more remote devicesof the user responsive to determining that one or more playersidentified in the one or more event cards is included in one or moreplayer lists of the user. The event generation system can determine thata second event card of the generated event cards does not identify anyplayer included in the player list of the user. The event generationsystem can restrict transmission of the second event card to the remotedevice of the user responsive to determining that the second event cardof the generated event cards does not identify any player included inthe player list of the user.

The event generation system can maintain for each player, a points tallyidentifying a total number of points allocated to the player in thegame. For example, for each player in one or more player lists of one ormore users of the event generation system, the event generation systemcan maintain a points tally identifying a total number of pointsallocated to one or more players in one or more games. The eventgeneration system can update, for each player to which points wereassigned based on the one or more events identified in the message, thepoints tally by adjusting the points tally based on the amount of pointsassigned to the player for the one or more events identified in themessage. In some embodiments, the event generation system candynamically update the points tally responsive to receiving one or moremessages from the sequence of messages. For example, the eventgeneration system can dynamically update the points tally responsive toreceiving one or more messages to provide live or substantially livescoring for one or more players of one or more players lists associatedwith one or more users of the event generation system.

In some embodiments, the message received can be a first message of thesequence of messages and the event generation system can receive asecond message of the sequence of messages subsequent to the firstmessage from a content source. The second message can identifyinformation relating to a new game condition of the game. The eventgeneration system can determine from the second message, the new gamecondition of the game. The event generation system can compare the gamecondition of the game with a previous game condition of the gamedetermined based on the first message. For example, the event generationsystem can identify differences between the game condition and aprevious game condition of the game to update or modify the gamecondition. The event generation system can determine one or more eventsthat occurred in the game based on the content of the second message andthe comparison. The event generation system can determine for each eventof the one or more events relating to the second message, an event typeand individual player contributions of one or more players. The eventgeneration system can assign, for each event of the one or more eventsrelating to the second message, to each player that contributed in theevent, a points allocation corresponding to the player's contribution inthe event based on the points assignment policy and the event type. Theevent generation system can generate respective event cards for theevents for which points allocation were assigned to at least one player.For example, event cards can be generated for each event having aninitial value, an update or modification to a score in the game and/oran update or modification to a points tally for one or more players inthe game. The number of event cards generated can correspond to thenumber of events having initial values, updates or modifications. Theevent generation system can transmit at least one of the generated eventcards to a subset of the one or more remote devices subsequent totransmitting the event cards corresponding to the first message.

In some embodiments, the event generation system can determine that afirst event card of the generated event cards identifies a playerincluded in a player list of a user of the event generation system. Theevent generation system can dynamically update the content feed of atleast one remote device of the user with the first event card. Forexample, the event generation system can be executing on at least oneremote device of the user. The event generation system can provide acontent feed including content associated with one or more players fromone or more players lists of the users. Responsive to one or more eventcards being generated that include players from the one or more playerlists of the users, the event generation system can provide, update orotherwise modify the content feed of at least one remote device of theuser to display or reflect the new data included in the one or moreevent cards generated. The event generation system can determine that afirst event card of the generated event cards identifies a first playerincluded in a first player list of a first user of the event generationsystem and a second player included in a second list of a second user ofthe event generation system. The event generation system can assign tothe first player included in a first player list a first pointsallocation corresponding to the first player's contribution in the eventand assign to the second player included in the second player list asecond points allocation corresponding to the second player'scontribution in the event. In some embodiments, the event generationsystem can dynamically update the content feed of at least one remotedevice of the first user with the first event card and dynamicallyupdate the content feed of at least one remote device of the second userwith the first event card.

In some embodiments, the message received can be a first message of thesequence of messages and the event generation system can receive asecond message of the sequence of messages subsequent to the firstmessage from a content source or multiple messages of the sequence ofmessages subsequent to the first message from a content source. Thesecond message or other subsequent messages can identify informationrelating to a new game condition of the game. The event generationsystem can dynamically modify the number of points in the pointsallocation assigned to a first player that contributed in the eventresponsive to the second message and dynamically modify the number ofpoints in the points allocation assigned to a second player thatcontributed in the event responsive to the second message.

In some embodiments, the event generation system can dynamically modifythe game condition of a first event card for a first user eventgeneration system responsive to a second message of the sequence ofmessages and dynamically modify the game condition of the first eventcard for the first user event generation system responsive to a thirdmessage of the sequence of messages, the third message subsequent to thesecond message of the sequence of messages. For example, the eventgeneration system can provide live updates for one or more event cardsor generate new event cards responsive to one or more messages from thesequence of messages. The event generation system can continuouslyupdate or otherwise modify event data, game data, and/or player dateresponsive to receiving one or more messages from the sequence ofmessages.

FIGS. 13A-13F are screenshots of user interfaces of the applicationshown in FIG. 2 generated using information provided by the eventgeneration system shown in FIG. 8. FIGS. 14A-14J are screenshots of userinterfaces of the application shown in FIG. 2 generated usinginformation provided by the event generation system shown in FIG. 8.

It should be appreciated that although the specification and claimsrefer to fantasy sports, the application is not limited to fantasysports. Rather, the scope of the application may extend to othercontexts where real-time events are received in a message stream and canbe enhanced using information received from one or more other systems.

While the disclosure has been described with respect to specificembodiments, one skilled in the art will recognize that numerousmodifications are possible. Embodiments of the disclosure can berealized using a variety of computer systems and communicationtechnologies including but not limited to specific examples describedherein.

Embodiments of the present disclosure can be realized using anycombination of dedicated components and/or programmable processorsand/or other programmable devices. The various processes describedherein can be implemented on the same processor or different processorsin any combination. Where components are described as being configuredto perform certain operations, such configuration can be accomplished,e.g., by designing electronic circuits to perform the operation, byprogramming programmable electronic circuits (such as microprocessors)to perform the operation, or any combination thereof. Further, while theembodiments described above may make reference to specific hardware andsoftware components, those skilled in the art will appreciate thatdifferent combinations of hardware and/or software components may alsobe used and that particular operations described as being implemented inhardware might also be implemented in software or vice versa.

Computer programs incorporating various features of the presentdisclosure may be encoded and stored on various computer readablestorage media; suitable media include magnetic disk or tape, opticalstorage media such as compact disk (CD) or DVD (digital versatile disk),flash memory, and other non-transitory media. Computer readable mediaencoded with the program code may be packaged with a compatibleelectronic device, or the program code may be provided separately fromelectronic devices (e.g., via Internet download or as a separatelypackaged computer-readable storage medium).

Thus, although the disclosure has been described with respect tospecific embodiments, it will be appreciated that the disclosure isintended to cover all modifications and equivalents within the scope ofthe following claims.

What is claimed:
 1. A method for dynamically generating event cards frommessage streams, comprising: receiving, by an event generation systemincluding one or more processors, a message of a sequence of messagesfrom a content source, the message identifying information relating to agame condition of a game; determining, by the event generation system,one or more events that occurred in the game based on content of themessage; assigning, by the event generation system, for each event ofthe one or more events, to each player that contributed in the one ormore events, a points allocation corresponding to a player'scontribution in at least one event of the one or more events based on apoints assignment policy for assigning points to players; generating, bythe event generation system, for the one or more events for which pointsallocation were assigned to at least one player, respective event cardsincluding i) a game identifier identifying the game, ii) the gamecondition, iii) one or more players identifiers identifying the playersthat were assigned a points allocation, and iv) a number of points inthe points allocation that was assigned to at least one player; andtransmitting, by the event generation system, at least one of thegenerated event cards to one or more remote devices for display in acontent feed including a plurality of event cards corresponding to thegame.
 2. The method of claim 1, further comprising: receiving, by theevent generation system, each message of the sequence of messages atleast a predetermined amount of time after a preceding message, thepredetermined amount of time based in part on an event type indicated inthe respective message.
 3. The method of claim 1, further comprising:identifying, by the event generation system, information indicating oneor more game conditions from the one or more messages of the sequence ofmessages; and updating, by the event generation system, the gamecondition of the game based on the one or more game conditions from theone or more messages of the sequence of messages.
 4. The method of claim1, further comprising: comparing, by the event generation system, theone or more events in the game to one or more sample events for one ormore event types; and determining, by the event generation system basedon the comparison, an event type for the one or more events.
 5. Themethod of claim 1, further comprising: comparing, by the eventgeneration system, statistics of each player that contributed in the oneor more events to statistics for each player from one or more previousevents; and determining, by the event generation system based on thecomparison, the player's contribution for each player in at least oneevent of the one or more events.
 6. The method of claim 1, furthercomprising: identifying, by the event generation system, a player listassociated with a user of the event generation system, the player listincluding a list of players the user has selected in one or more fantasysports lineups submitted to a fantasy sports system; determining, by theevent generation system, that a first event card of the generated eventcards identifies a player included in the player list of the user; andtransmitting, by the event generation system, the first event card to aremote device of the user responsive to determining that the playeridentified in the first event card is included in the player list of theuser.
 7. The method of claim 6, further comprising: determining, by theevent generation system, that a second event card of the generated eventcards does not identify any player included in the player list of theuser; and restricting, by the event generation system, transmission ofthe second event card to the remote device of the user responsive todetermining that the second event card of the generated event cards doesnot identify any player included in the player list of the user.
 8. Themethod of claim 1, wherein the message is a first message and whereinthe method further comprising: receiving, by the event generationsystem, a second message of the sequence of messages subsequent to thefirst message from the content source, the second message identifyinginformation relating to a new game condition of the game; determining,by the event generation system, from the second message, the new gamecondition of the game; comparing by the event generation system, thegame condition of the game with a previous game condition of the gamedetermined based on the first message; determining, by the eventgeneration system, one or more events that occurred in the game based oncontent of the second message and the comparison; determining, by theevent generation system, for each event of the one or more eventsrelating to the second message, an event type and individual playercontributions of one or more players; assigning, by the event generationsystem, for each event of the one or more events relating to the secondmessage, to each player that contributed in the event, a pointsallocation corresponding to the player's contribution in the event basedon the points assignment policy and the event type; generating, by theevent generation system, respective event cards for the events for whichpoints allocation were assigned to at least one player; andtransmitting, by the event generation system, at least one of thegenerated event cards to a subset of the one or more remote devicessubsequent to transmitting the event cards corresponding to the firstmessage.
 9. The method of claim 1, further comprising: executing, by theevent generation system, an event algorithm using time based data fromthe message of the sequence of messages from the content source;determining, by the event generation system using the event algorithm,one or more data points that changed value responsive to the time baseddata, the one or more data points corresponding to the at least oneevent of the one or more events; and converting, by the event generationsystem using the event algorithm, the time based data to event baseddata corresponding to the at least one event of the one or more events.10. The method of claim 1, wherein the message is a first message andthe method further comprises: dynamically modifying the game conditionof a first event card for a first user event generation systemresponsive to a second message of the sequence of messages; anddynamically modifying the game condition of the first event card for thefirst user event generation system responsive to a third message of thesequence of messages, the third message subsequent to the second messageof the sequence of messages.
 11. A system for dynamically generatingevent cards from message streams, comprising: an event generation systemincluding one or more processors configured to: receive a message of asequence of messages from a content source, the message identifyinginformation relating to a game condition of a game; determine one ormore events that occurred in the game based on content of the message;assign, for each event of the one or more events, to each player thatcontributed in the one or more events, a points allocation correspondingto a player's contribution in at least one event of the one or moreevents based on a points assignment policy for assigning points toplayers; generate, for the one or more events for which pointsallocation were assigned to at least one player, respective event cardsincluding i) a game identifier identifying the game, ii) the gamecondition, iii) one or more players identifiers identifying the playersthat were assigned a points allocation, and iv) a number of points inthe points allocation that was assigned to at least one player; andtransmit at least one of the generated event cards to one or more remotedevices for display in a content feed including a plurality of eventcards corresponding to the game.
 12. The system of claim 11, wherein theevent generation system is further configured to: receive each messageof the sequence of messages at least a predetermined amount of timeafter a preceding message, the predetermined amount of time based inpart on an event type indicated in the respective message.
 13. Thesystem of claim 11, wherein the event generation system is furtherconfigured to: identify information indicating one or more gameconditions from the one or more messages of the sequence of messages;and update the game condition of the game based on the one or more gameconditions from the one or more messages of the sequence of messages.14. The system of claim 11, wherein the event generation system isfurther configured to: compare the one or more events in the game to oneor more sample events for one or more event types; and determine, basedon the comparison, an event type for the one or more events.
 15. Thesystem of claim 11, wherein the event generation system is furtherconfigured to: compare statistics of each player that contributed in theone or more events to statistics for each player from one or moreprevious events; and determine, based on the comparison, the player'scontribution for each player in at least one event of the one or moreevents.
 16. The system of claim 11, wherein the event generation systemis further configured to: identify a player list associated with a userof the event generation system, the player list including a list ofplayers the user has selected in one or more fantasy sports lineupssubmitted to a fantasy sports system; determine that a first event cardof the generated event cards identifies a player included in the playerlist of the user; and transmit the first event card to a remote deviceof the user responsive to determining that the player identified in thefirst event card is included in the player list of the user.
 17. Thesystem of claim 16, wherein the event generation system is furtherconfigured to: determine, that a second event card of the generatedevent cards does not identify any player included in the player list ofthe user; and restrict transmission of the second event card to theremote device of the user responsive to determining that the secondevent card of the generated event cards does not identify any playerincluded in the player list of the user.
 18. The system of claim 11,wherein the message is a first message and wherein the event generationsystem is further configured to: receive a second message of thesequence of messages subsequent to the first message from the contentsource, the second message identifying information relating to a newgame condition of the game; determine, from the second message, the newgame condition of the game; compare the game condition of the game witha previous game condition of the game determined based on the firstmessage; determine one or more events that occurred in the game based oncontent of the second message and the comparison; determine, for eachevent of the one or more events relating to the second message, an eventtype and individual player contributions of one or more players; assign,for each event of the one or more events relating to the second message,to each player that contributed in the event, a points allocationcorresponding to the player's contribution in the event based on thepoints assignment policy and the event type; generate, respective eventcards for the events for which points allocation were assigned to atleast one player; and transmit at least one of the generated event cardsto a subset of the one or more remote devices subsequent to transmittingthe event cards corresponding to the first message.
 19. The system ofclaim 11, wherein the event generation system is further configured to:execute an event algorithm using time based data from the message of thesequence of messages from the content source; determine, using the eventalgorithm, one or more data points that changed value responsive to thetime based data, the one or more data points corresponding to at leastone event of the one or more events; and convert, using the eventalgorithm, the time based data to event based data corresponding to theat least one event of the one or more events.
 20. The system of claim11, wherein the message is a first message and wherein the eventgeneration system is further configured to: dynamically modify the gamecondition of a first event card for a first user event generation systemresponsive to a second message of the sequence of messages; anddynamically modify the game condition of the first event card for thefirst user event generation system responsive to a third message of thesequence of messages, the third message subsequent to the second messageof the sequence of messages.